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Fund of Fel Items
and Fiendish Fellows
\pagebreakNum
### # Contents ###
- ### [
2
Fel Exposure
](#p3) - - [
2
Fel Exposure Levels
](#p3) - [
3
Fel Corruption
](#p4) - [
4
Fel Mutations
](#p5) - ### [
5
Fel Items
](#p6) - - [
5
Aldrachi Warblades
](#p6) - [
6
Alythess' Pyrogenics, Befouled Effigy of Elune,
Cloak of Fel Flames
](#p7) - [
7
Demonbane Armor, Demon-Forged Armor,
Demonic Brew
](#p8) - [
8
Demonic Contract, Demonic Rune
](#p9) - [
9
Demon In a Box, Demonologist's Staff,
Demonspine Ward, Demon Stalker Armor
](#p10) - - [
10
Demon Trophy, Demonweave Raiment,
Elixir of Detect Demon, Eredar Battle Blade,
Eredar Splitter, Eredar Wand of Obliteration,
Eyes of Blazing Power
](#p11) - [
11
Fangs of the Devourer
](#p12) - [
12
Fel Barbed Halberd, Fel-Burning Blade,
Fel-Engraved Handbell, Fel Edged Battleaxe
](#p13) - [
13
Fel-Fire Demon Claw, Felfire Munitions Launcher,
Felheart Raiment
](#p14) - [
14
Fel-Loaded Dice, Fel Lord's Warmace,
Felreaver's Piston, Fel Shard, Felshroom
](#p15) - [
15
Fel-Touched Mana Gems, Fire Runed Grimoire,
Flaming Demon Skull, Foul Totem, Glaive of the Fallen
](#p16) - [
16
Grimoire of Convert Demon, Grimoire of Dark Arts,
Hellreaver, Hood of Eternal Disdain,
Impeccable Fel Essence, Imp Generator
](#p17) - [
17
Imp in a Soul Gem, Infernal Bloodstone Shard,
Inquisitor in a Soul Gem, Inquisitor's Wand
](#p18) - [
18
Kirel Narak, Potion of Felfire, Potion of Fel Protection,
Raddon's Cascading Eyes,
](#p19) - [
19
Scepter of Sargeras
](#p20) - [
20
Skull of the Man'ari
](#p21) - [
21
Soul Harvester, Staff of Swelling Agony,
Streten's Sleepless Shackles, the Black Book,
the Fel Barrier
](#p22) - [
22
Twinblades of the Deceiver
](#p23) - [
23
Ulthalesh, the Deadwind Harvester
](#p24) - [
24
Unshackled Staff, Warp Stalker Armor,
Zhar'doom, Greatstaff of the Devourer
](#p25) - ### [
25
Fiendish Fellows
](#p26) - ##### [
25
Demon
](#p26) - [
26
Demon Lords
](#p27) - [
27
Imp
](#p28) - [
28
Man'ari Eredar
](#p29) - [
31
Observer
](#p32) \columnbreak
## Word from the Author Greetings, my power hungry reader. This homebrew document is intended to be used for [WC5e](https://www.reddit.com/r/wc5e/) project related content, and refers to many mechanics found in the project's classes and the like. Nothing is going to stop you however from taking ideas you like from this document and using them however you like in whatever way that suits you best. I hope you enjoy reading this document, and remember to have fun! ## Credits **Cover Art:** *[Blood Elf Warlock](https://www.reddit.com/r/wow/comments/hzc64c/blood_elf_warlock_by_svelien_on_twitter/)* by @Svelien on Twitter
## *“Who will be the first to accept this gift? Power such as mine for any willing to serve.”* — Gul'dan
[Gul'dan by Ramón](https://twitter.com/shirlero/status/1191658469935534080)
\pagebreakNum # Fel Exposure Infusion with fel magic, also called fel corruption, can manifest with positive effects in which case it can be considered a gift, or a blessing, like that of the eredar, or with negative ones in which case it can be considered a curse. Physical transformation normally ensues, such as a change to an individual's eyes or skin color, or heavy genetic mutations such as the growth of demonic traits like spikes, scales, and horns. Negative corruption tends to lead to physical or mental deterioration, as happened with the draenei that turned into Broken and Lost Ones, or as happened with boars turned into enraged hellboars. Either way, corruption gives the individual increased strength, more magical potential, and can lead to transformation into a demon. Warlocks with long exposure to or with extensive use of fel magic age faster than normal, and become physically weaker over time. Fel seems to tend to cloud one's judgment, or at least heavily amplify their negative traits such as violence and impatience while snuffing out positive ones such as empathy, allowing one to make decisions they never would've made before. As the existence of non-sentient demons suggests, a creature's wishes are irrelevant to the process. Willing or not, a creature can be changed into a demon. Fel exposure can be considered as if it was radiation: the closer you are to the source of fel, the faster the corruption seeps into your being. Sources of corruption include locations heavily influenced by fel, fel-empowered items, and demons. Depending on the severity of the source of exposure, the threshold before the exposure m might cause corruption varies. Fel Exposure Levels table lists fel exposure severity levels, examples of them, and the threshold time one must spent in the exposure before there is a chance for corruption. ##### Fel Exposure Levels | Exposure
Severity | Examples | Exposure
Threshold | |:---:|:-----------:|-----------:| | Low | Keeping a fel item on your person, having a demon around you, Swamp of Sorrows | A month | | Medium | A demon camp such as Demon Fall Canyon, Blasted Lands | A week | | Greater | A band of demons, Hellfire Peninsula, Tainted Forest | A day | | Extreme | Antoran Wastes, Demon invasion, Felwood, Shadowmoon Valley, The Broken Shore | An hour | Once a creature has gained enough time in fel exposure to reach the threshold, they must make a DC 10 Constitution saving throw. Demons are immune to fel exposure. On failure, throw a random fel corruption from the following table. One can also be subject to the saving throw against fel exposure when they attune to a fel item, they consume fel energies, or are targeted by powerful fel sorcery spells. \columnbreak [Demonic Infusion by Kerem Beyit](https://wowpedia.fandom.com/wiki/File:Demonic-Infusion-by-Kerem-Beyit.jpg)
\pagebreakNum
##### Fel Corruption | d100 | Effect | |:---:|:-----------| | 01-02 | Ordinary plants wither in your presence, and animals have are unwilling to approach you. You have disadvantage on Charisma (Persuasion) checks made towards beasts and plants. | | 03-04 | Your flaw is amplified in a way determined by the DM. | | 05-06 | You become 1d10 years older. | | 07-08 | You are hot to the touch. Any tears or sweat evaporates in a few seconds. When your blood is spilt, it appears to be boiling. The area around wounds that bleed blisters. | | 09-10 | You have advantage on Wisdom (Perception) checks that rely on hearing. | | 11-12 | You gain the following flaw: "I'd risk too much to uncover any knowledge about fel." | | 13-14 | You gain Claws mutation. | | 15-16 | You emit a sour stench noticeable from up to 10 feet away. | | 17-18 | All the body hair falls off from your body. | | 19-20 | You gain the following flaw: "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me." | | 21-22 | Your voice becomes deep and raspy. | | 23-24 | You gain the following flaw: "Violence is my answer to almost any challenge." | | 25-26 | You gain Horns mutation. | | 27-28 | You gain the following flaw: "Unlocking demonic knowledge is worth the price of a civilization." | | 29-30 | Your skin turns green or red. | | 31-32 | Your height decreases by 1d10 inches. | | 33-34 | You gain the following flaw: "I am suspicious of strangers and expect the worst of them." | | 35-36 | You become 2d10 years older. | | 37-38 | You gain Fangs mutation. | | 39-40 |Your body becomes twisted, giving you a hunched appearance and a limp. | | 41-42 | You gain sallow appearance, with pale skin and almost jaundiced eyes. | | 43-44 | Your blood turns bright green and faintly glows. | | 45-46 | You smell strongly of brimstone. You and creatures within 10 feet of you have disadvantage on Wisdom (Perception) checks that rely on smell. | | 47-48 | You gain a random Indefinite Madness. | | 49-50 | Animals within 30 feet of you are hostile toward you. | | 51-52 | You gain Hooves mutation. | \columnbreak | d100 | Effect | |:---:|:-----------| | 53-54 | Your height increases by 1d10 inches. | | 55-56 | Your Charisma score decreases by 1. If this reduces Charisma score to 0, you are unable to speak or cast spells until you regain at least one point of Charisma. | | 57-58 | You gain the following flaw: "I believe that everyone is beneath me." | | 59-60 | Your Charisma score increases by 1, to a maximum of 20. | | 61-62 | You become 3d10 years older. You must succeed on a DC 10 Constitution saving throw or die from shock. | | 63-64 | You gain Scales mutation. | | 65-66 | You have advantage on Wisdom (Perception) checks that rely on smell. | | 67-68 | Your Dexterity score decreases by 1. If this reduces your Dexterity score to 0, you are paralyzed until you regain at least one point of Dexterity. | | 69-70 | You gain the following flaw: "I will never truly trust anyone other than myself." | | 71-72 | Your Dexterity score increases by 1, to a maximum of 20. | | 73-74 | You must eat and drink six times the normal amount each day. Consuming a soul sustains you for a day. | | 75-76 | You gain Eyes mutation. | | 77-78 | You have advantage on Wisdom (Perception) checks that rely on sight. | | 79-80 | Your Strength score decreases by 1. If this reduces your Strength score to 0, your instantly die as the fel energies are too much for your body to bear. | | 81-82 | You gain the following flaw: "My hatred of my enemies is blind and unreasoning." | | 83-84 | Your Strength score increases by 1, to a maximum of 20. | | 85-86 | Other creatures can't take short or long rests while within 60 feet of you. | | 87-88 | You gain Wings mutation. | | 89-90 | Your Intelligence score decreases by 1. If this reduces your Intelligence score to 0, you are stunned until you regain at least one point of Intelligence. | | 91-92 | You gain the following flaw: "Secretly, I believe that things would be better if I were a tyrant lording over the land." | | 93-94 | Your Intelligence score increases by 1, to a maximum of 20. | | 95-96 | You gain Flames mutation. | | 97-98 | Your alignment changes to one step closer to evil: from good to neutral, from neutral to evil. | | 99-00 | Roll twice on the table, ignoring doubles or this result on subsequent rolls. |
\pagebreakNum Different mutations gained from fel exposure are listed in Fel Mutations table. If one gains the same mutation twice, the mutation evolves into more powerful greater mutation. Gaining the same mutation after it has evolved into greater mutation has no effect. and you must roll for a new effect from the Fel Corruption table.
Each mutation takes 1 week to fully manifest, or to evolve into a greater mutation. Any mutation or corruption effect can be cured with the *greater restoration* or *wish* spell. If a creature has gained up to 3 mutations, their creature type is changed into demon, and any fel corruption or mutation gained can only ever be cured with a *wish* spell or similar magic.
##### Fel Mutations | Name | Mutation | Greater Mutation | |:------:|:--------------------------:|:--------------:| | Claws | Your fingernails and toenails resemble black claws. You can use your claws to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier | Your grip strengthens, and your claws sharpen. You have advantage on Strength (Athletics) checks made to grapple, and the damage of your unarmed strikes made with claws increase to 1d6 + your Strength modifier. | | Eyes | Your eyes turn green and glow in the dark, and grant you improved vision. You gain darkvision out to 30 feet. If you already have darkvision, its range is increased by 30 feet. | Your eyes glow even brighter with fel energy, and you gain the ability to see unnatural world as well. You learn the *detect magic* and *see invisibility* spells. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using fel sorcery spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. | | Fangs | Your teeth grow into fangs or tusks. You can use your fangs to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier | Your fangs grow even stronger, and can now feed on the life energy of others. The damage of your unarmed strikes made with fangs increase to 1d6 + Strength modifier, and when you hit with them, once per short or long rest you gain temporary hit points (minimum of 1) equal to your Constitution modifier. | | Flames | Flickers of fel flames begin to dance around your hands. You learn *fel flame* cantrip. Intelligence is your spellcasting ability for it. | Fel flames constantly flutter about your body, and you gain greater control over it. You learn the *burning hands* and *scorching ray* spells. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using fel sorcery spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. | | Hooves | Your feet turn into hooves, and your legs bent into bovine ones. Your movement speed is increased by 5 feet. | Your hooved legs grow in strength, and they can propel you to greater heights. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. | | Horns | You sprout horns from your forehead. You can use your horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. | You horns grow into majestic lengths. You have advantage on Charisma (Intimidation) checks, and the damage of your unarmed strikes made with horns increase to 1d6 + your Strength modifier. | | Scales | Your skin sprouts spikes or becomes scale-like. You gain +1 AC while not wearing any armor. You can use a shield and still gain this benefit. | The scales harden, and now cover your whole body. The AC bonus from scales now applies at all times. | | Wings | You grow a pair of wings, but they are too weak and small to carry you into the sky, but they can slow your descent. You can use your reaction to give yourself the benefits of a feather fall spell until the end of your turn. You can't do so again until you finish a short rest. | Your wings grow in strength and size. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. |
[Felfire by Randall Hagmann](https://fi.pinterest.com/pin/649925789957403075/)
\pagebreakNum # Fel Items
[Art by Jarreau Wimberly](https://wowpedia.fandom.com/wiki/File:Demon_Hunter_Class_Mount_by_Jarreau_Wimberly.jpg)
#### Aldrachi Warblades *Weapon (warglaives), artifact (requires attunement by a demon hunter)*
In ages past, the dark titan, Sargeras, offered the mighty aldrachi people a place in his Burning Legion. But the aldrachi proved incorruptible: they slew innumerable demons before their race was wiped out. Sargeras personally killed their greatest champion and seized his weapons. Much later, a demon hunter willingly became the servant of Sargeras' lieutenant Kil'jaeden. Pleased, Kil'jaeden bestowed the warblades on her, that she might wield a portion of the aldrachi's bygone might, and devastate the mortals of Azeroth with it. *Aldrachi Warblades* are a pair of magic warglaives that grant a +3 bonus to attack and damage rolls made with them. They deal extra 2d8 slashing damage against fiends. Attuning to both warglaives takes only one attunement slot, but to benefit from the traits listed below, you must have both weapons on your person. ***Random Properties.*** The *Aldrachi warglaives* have the following randomly determined properties: * 2 minor beneficial properties * 1 major beneficial property * 3 minor detrimental properties * 1 major detrimental property ***Aldrachi Design.*** When you use an action to attack with the warglaives, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. \columnbreak
***Aura of Pain.*** While you are holding the warglaives, whenever a creature hits you with a melee attack, you deal 1d6 psychic damage to that creature. ***Soul Carver.*** The warblades have 7 charges and regains 1d4+3 expended charges daily at dawn. Once on your own turn, on hit you can expend 1 charge to deal an extra 2d8 fire damage to the target as you carve into the soul of the target. A soul fragment flies from the target to 10 feet in random direction. While within 5 feet of the soul fragment, you can as an object interaction consume the soul fragment and regain a number of hit points equal to 1d8 + your Intelligence modifier. ***Spells.*** While holding the *Aldrachi Warblades*, you can use a bonus action to cast one of the following spells, using your fel save DC, from it: *glyph of warding*, *hex*, or *wrathful smite*. Once you use the warglaives to cast a spell, you can't cast that spell again from it until the next dawn. ***Wounders of the Dark Titan.*** You have advantage on Charisma (Intimidation) checks made against fiends. ***Destroying the Warblades.*** The only way to destroy the warblades is to melt them in the smoldering heat that forever burns the ravaged homeworld of aldrachi people. No easy task, for the location of this forgotten world is a secret held by high ranking members of the Burning Legion. *"The Aldrachi were a proud race. Too proud to serve. Millions of demons died before the Aldrachi were wiped out, and it took Sargeras himself to kill their king."*
\pagebreakNum
#### Alythess's Pyrogenics *Wondrous item, legendary (requires attunement by a warlock)*
This ring of fel-flame sears the flesh unless you are attuned to it. While wearing this ring, when you cast a warlock spell of 2nd level or higher that deals fire damage using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. In addition, any fire damage you deal is increased by your Intelligence modifier, and you are immune to fire damage.
[Blade's Edge Mountains concept art by Matt Milizia](https://wowpedia.fandom.com/wiki/File:Blade%27s_Edge_Mountains_concept_art.jpg)
***Curse.*** The ring is cursed, and attuning to it extends the curse to you. When you attune to the ring, the ring's flames turn pitch black as it painfully sears into your finger. You take 15d6 necrotic damage, leaving burnmarks on your finger, which remain even after the ring is removed. After successful attuning with the ring, its flames turn back to fel-green. Any attempt to remove the ring fails and causes 1d6 fire damage to the wearer. This damage ignores fire immunity, and cannot be reduced or avoided in any way. Any subsequent attempts to remove the ring increases the damage by 1d6. Any effect that removes a curse, such as a *greater restoration* or *remove curse* spell, resets the damage caused by attempts to remove the ring back to 1d6, but does not allow one to remove the ring. The only ways to remove the ring is to cut the finger holding the ring, or by *wish* spell. *"Depravity... hatred... chaos. These are the pillars."* #### Befouled Effigy of Elune *Wondrous item, very rare (requires attunement by a druid or a priest)*
This small effigy made of elunite, representing the Moongoddess as a night elven maid, is cracked with
fel-green fissures. The effigy holds the knowledge of the following spells: *drain life*, *fire and brimstone* and *ray of enfeeblement*. They are druid and priest spells for you while you are attuned to the effigy. While holding the effigy, you can cast those spells from it using your spell slots as normal, and you can use the effigy as a spellcasting focus. In addition, your spell save DC of your druid and priest spells is increased by 2, and whenever you cast a spell that deals radiant damage, you can change that damage into fire damage instead. Any fire damage you deal is also increased by 2.
***Curse.*** This effigy is cursed, and becoming attuned to it extends the curse to you. While in moonlight, you take 1 radiant damage every 6 seconds. #### Charm of Demonic Fire *Wondrous item, uncommon (requires attunement by a demon hunter)*
This small locket has a small felflame trapped in a crystal container. While the charm is on your person, any fire damage you deal is increased by 2. #### Cloak of Fel Flames *Wondrous item, legendary (requires attunement by a demon hunter)*
This flowing, dark green cloak sounds like a crackling fire when you walk in it, and the edges of it flutter with small fel flames. While wearing it, you have resistance to cold damage, and when a creature hits you with a melee attack, or grapples or restrains you by touching you, it takes 1d10 fire damage, again at the end of each of its subsequent turns while it continues to physically hold you. \pagebreakNum The cloak has 20 charges and regains all expended charges each day at dusk. Once per turn, you can replace any amount of your walking movement speed in order to spin in place instead. You can expend a charge for every five feet of movement you sacrifice in this way as part of your movement, causing the cloak to erupt in an inferno around you as you spin. You take 1 fire damage for every charge spent this way, and this damage ignores resistance and cannot be avoided or reduced in any way. Creatures within 10 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage for every charge you spend in this way. When a creature takes damage from the cloak in this way, that creature can't make opportunity attacks against you for the rest of your turn. The DC for this feature is equal to 8 + your proficiency bonus + your Dexterity modifier. *"Appearing like any other found in the molten depths, this one appears to burn with a greater purpose."* #### Corrupted Argus Gavel *Weapon (mace), rare (requires attunement by a spellcaster)*
You have +1 bonus to your attack and damage rolls made with this weapon, as well as to your spell attack rolls and the saving throw DCs of your spells. You can use your spellcasting ability, instead of Strength, for your attack and damage rolls using this weapon. You can use the mace as a spellcasting focus. The mace has 3 charges, and regains 1d3 expended charges daily at dusk. When you hit a creature with the mace, you can expend 1 charge to affect the creature with *amplify magic* effect from the *amplify or dampen magic* spell. #### Demonbane Armor *Armor (studded leather), very rare (requires attunement by a demon hunter)*
Demonbane armor is made of various parts of many hunted down demons, including leather and bone, and enforced with felslate. Not only does it take a group of highly skilled demon hunters to slay the required demons for their parts, but also an expert leatherworker to piece the armor together, and as such, demonbane armor is highly valued. While wearing this armor, you can add you Intelligence modifier to your AC (12 + Dexterity modifier + Intelligence modifier), you have advantage on saving throws against spells and special abilities of fiends, and you have resistance to fire damage. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest fiend within 120 feet of you. This special action can't be used again until the next dawn. #### Demon-Forged Armor *Armor (medium or heavy, but not hide), rare (requires attunement)*
This armor still radiates the heat of the demon forge it was made in. While wearing this armor, you gain +1 bonus to AC, and you can understand and speak Eredun. In addition, when another creature touches the armor or hits you with a melee attack while within 5 feet of you, it takes 1d6 fire damage. ***Curse.*** Once you don this cursed armor, you can't doff it unless you are targeted by the *remove curse* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. #### Demonic Brew *Potion, very rare*
This thick green goo-like brew is contained in a skull shaped container. When you drink this potion, you take 1d4 acid damage per your level as the brew sears your insides before you become a fiend (as if by the *shapechange* spell) for 24 hours. The type of fiend you become is determined by your level. The new form is a random demon with a Challenge Rating equal to your level (if you have multiple options at that Challenge Rating, the DM rolls to determine the option selected). If you haven't returned to your original form before the effect ends, you must make a DC 16 Charisma saving throw at the end of it. On a failure, the transformation becomes permanent and your alignment changes to evil, and only a *wish* spell can restore you back to your original form. On a success, the effect ends. When the effect ends, you take 1d4 necrotic damage per your level, as the toxins of pure evil attempt to destroy your body before relinquishing the control over it. If this damage kills you, your soul is dragged to Twisting Nether by the demonic energies that were distilled in this brew.
[Swampy Worgen by Marc Escachx](https://www.artstation.com/artwork/r8V3e)
\pagebreakNum [Scroll of Confusion by Vladimir Kafanov](https://hearthstone.fandom.com/wiki/File:Scroll_of_Confusion_full.jpg)
#### Demonic Contract *Wondrous item, legendary*
A piece of parchment with blood red writing on. The writing is in Eredun, and holds the terms of a contract between a demon and other concerned party. Once signed in blood, this contract is forever binding. Only a *wish* spell can undo the contract. Once signed, the demon usually keeps the scroll to themselves. A creature can only have contract at a time. There are five types of contracts: ***Contract of Blood.*** You return to the prime of your youth. Distribute 5 ability score points as you wish, but you cannot raise any ability score above 20. ***Contract of Riches.*** You gain 15,000gp in wealth instantly, or one non-legendary, non-artifact item appears in your space. ***Contract of Knowledge.*** Choose one of the following skills, Arcana, History, Nature, or Religion. You gain advantage on all skill checks related to that skill. In addition, you can cast the *contact other plane* spell as a ritual. When you cast the spell this way, it contacts the demon who signed this contract, and the DC of the spell is 10 instead. ***Contract of Power.*** You gain an additional spell slot for each of your spell levels. Alternatively, you can choose three spells from any class that is 5th level or lower. You can cast each of these spells without expending a spell slot. Once you cast any of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. You can choose the spells’ spellcasting ability when you gain this ability. ***Contract of Servitude.*** As an action, you can summon the demon who you made this contract with from the Twisting Nether. The demon appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the demon is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the demon defends itself against attackers but takes no other actions. After the demon departs, you can't summon it again for 24 hours, and the contract becomes obsolete if the demon dies. If the demon's CR is higher than 11, it instead lends its servants to your use. Once per day, you can cast *summon fiend*, *summon greater demon*, or *summon lesser demons* spell as 9th-level spell. When you cast *summon greater demon* or *summon lesser demons* spell this way, the demon remains friendly to you and obeys your commands as long as you concentrate on the spell, and when the spell ends, the demons return to their home plane. ***Acquiring a Contract.*** A demon usually offers one of such contracts to a mortal they wish to get indebted to them, though already filled out contracts can also be, very rarely, found laying around in powerful demon's personal quarters. Only the demon who wrote the contract can alter the terms of it before it is signed. ***Curse.*** The contract is cursed, though the demon who offers the contract may reveal the fact during the negotiations. Once signed, the curse extends to you, and unless the contract is undone by a *wish* spell, this curse cannot be removed. You have disadvantage on all death saving throws. Upon death, your soul teleports to Twisting Nether and is imprisoned inside a soul gem on the contract giver's space. You cannot be resurrected until the soul if free. A *wish* spell can't restore your soul once you die, but the spell reveals the location of the soul gem that holds it. #### Demonic Rune *Wondrous item (rune), uncommon (requires attunement by a death knight)*
This fiery rune is carved on a small pebble of fel iron. It smells strongly of sulfur. ***Rune Attunement.*** To attune to this item, you must carve the rune to a rune weapon of your choice, and then transfer the magic stored within the pebble into the weapon. When the attunement is complete, the pebble turns to dust, as its purpose is complete and magic depleted. If your attunement to the rune ends, the rune disappears from the weapon, and the pebble with the rune reappears in your space. ***Demonic Strikes.*** While the rune is on a weapon, your attacks made with the weapon gain a +1 bonus to attack and damage rolls made with it. This bonus is increased to +2 against humanoids. ***Spread Corruption.*** As a bonus action, you can empower the rune for 1 minute. For the duration, each of your melee weapon attacks with the weapon deal an extra 1d4 fire damage on a hit to the target, and every creature within 5 feet of the target except you. Once used, this bonus action can't be used again until the next sunset. \pagebreakNum #### Demon In a Box *Wondrous item, legendary*
This cube is 3 inches across and radiates palpable fel energy. You can use an action to speak the box's command word, targeting a creature that you can see within 60 feet of you. If the target is a fiend, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the box. If the target has been trapped by the box before, it has advantage on the saving throw. Once trapped, a creature remains in the box until released. The box can hold only one creature at a time. A creature trapped in the box doesn't need to breathe, eat, or drink and doesn't age. While there is a creature trapped inside the box, you can use an action to cast the *contact other plane* spell, contacting the creature inside the box. When you cast the spell in this way, you do not need to make a saving throw. Once you cast the spell in this way, you can't do so again until the next dawn. You can use an action to unlock the box and release the creature the box contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An *identify* spell reveals that a creature is inside the box, but the only way to determine the type of creature is to open the box. A newly discovered cube might already contain a creature chosen by the GM. #### Demonologist's Staff *Staff, uncommon (requires attunement by a mage or warlock)*
You can use an action to speak this staff's command word to summon an imp on an unoccupied space within 10 feet of you. The imp is under your control and acts on its own initiative count. By using bonus action to speak the command word again, you return the imp back to Twisting Nether.
[Manticron Cube by Peter Lee](https://wowpedia.fandom.com/wiki/Manticron_Cube_(Magtheridon%27s_Lair_TCG))
\columnbreak On your turn, you can mentally command the imp if it is within 60 feet of you and you aren't incapacitated. You decide what action the imp takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the imp is reduced to 0 hit points, it dies and is forcefully sent back to Twisting Nether through the staff. The staff then shatters and is destroyed. If the imp is sent to Twisting Nether before losing all its hit points, it regains all of them. #### Demonspine Wand *Wondrous item, very rare (requires attunement by a spellcaster)*
This gruesome implement is made out of a cut spine of a slain demon, and boiling fel-green goo constantly drip from the tip of it. This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes with fel energies, inflicting 6d6 fire damage and 6d6 necrotic damage to you before it crumbles into ashes and is destroyed. ***Command.*** While holding the wand, you can use an action to expend 1 charge and command a fiend, as with the *command* spell (save DC 15). ***Spine Pain.*** While holding the wand, you can use an action to expend 3 charges, causing a fiend of your choice within 60 feet of you to be wracked with crippling pain. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a DC 15 Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a DC 15 Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. #### Demon Stalker Armor *Armor (half-plate), very rare (requires attunement by a hunter)* Made from leather from Outland's wildlife and felsteel, with enchantments that makes the armor ideal to stalk and hunt demons. The armor set includes full body armor as well as helmet. This armor doesn't impose disadvantage on Dexterity (stealth) checks. While wearing this armor, you gain +1 bonus to AC, and you can choose to expend one of your focus dice and add the result to any saving throws against spells and special abilities of demons. In addition, you are considered proficient with any Wisdom (Perception), and Wisdom (Survival) checks you make to find demons. If you are already proficient, your proficiency bonus is doubled for that check. The helmet of this armor also had special emerald lenses fitted to it. As an action, you can speak the lenses' command word, and for the next 10 minutes, you have truesight out to 120 feet when you peer through the lenses. While this effect is active, when you used your Predator's Knowledge feature on a demon, you learn all the listed characteristics of that demon instead of only two. This feature can't be used again until the next dusk. \pagebreakNum #### Demon Trophy *Wondrous item, uncommon (requires attunement by a demon huter or hunter)*
Trophy fashioned from slain demons marks you as proven hunter of denizens of Twisting Nether. While this trophy is on your person, you have advantage on saving throws against fel exposure. In addition, as an action, you detect the distance and direction to the closest demon portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. #### Demonweave Raiment *Wondrous item, rare (requires attunement by a mage, priest, or warlock)*
This red shirt has demonic enchantments woven into its threads to protect its wearer. The raiment has 7 charges. As an action, you can expend 1 or more of its charges to cast the *demon skin* spell from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The raiment regains 1d6 + 1 expended charges daily at dusk. If you expend the raiment's last charge, roll d20. On a 1, the raiment bursts into flames, burning you for 4d6 fire damage before crumbling into ashes and is destroyed. ***Curse.*** Once you don this cursed shirt, you can't remove it unless you are targeted by the *remove curse* spell or similar magic. While wearing the shirt, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. #### Elixir of Detect Demon *Potion, rare*
When you drink this potion, you know the location of any demon within 120 feet of you that is not behind total cover for 1 hour. This sense doesn't tell you anything about a creature's capabilities or identity. A green eyeball bobs in this red liquid but vanishes when the potion is opened. #### Eredar Battle Blade *Weapon (longsword), rare (requires attunement by a spellcaster)*
An intricate sword that has fel magic weaved into during is forging. You have +1 bonus to your attack and damage rolls made with this weapon, as well as to your spell attack rolls and the saving throw DCs of your spells. You can use your spellcasting ability, instead of Strength, for your attack and damage rolls using this weapon. You can use the mace as a spellcasting focus. The sword has 3 charges, and regains 1d3 expended charges daily at dusk. While holding the sword, you can expend 1 charge as a bonus action to cast the *staggering smite* spell from it. #### Eredar Splitter *Weapon (hand-axe), rare (requires attunement)*
You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also has the finesse property. The axe deals an extra 1d6 force damage. This force damage is maximized if the target is a spellcaster. *"I can't tell if this is an axe used by Eredar for splitting, or an axe used to split Eredar. Perhaps both?"* \columnbreak
[Kol'gur Heavy Axe - Hearthstone Fanart by Décio Júnior](https://www.artstation.com/artwork/oAzrJk) #### Eredar Wand of Obliteration *Wand, very rare (requires attunement by a spellcaster)*
The handle of the wand is a metal rod, and the tip resembles a tiny eredar skull, with a line of green lightning constantly crackling between its two curled horns. This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes, destroying the wand in a flash of green light that duplicates the effect of the *disintegrate* spell, targeting only you. ***Spells.*** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): *disintegrate* (6 charges), or *shatter* (2 charges). ***Obliterate Magic.*** While holding the wand, you can use an action to expend 2 charges from the wand to try unravel magic within 60 feet of you. Choose any creature, object, or magical effect within range. Any spell of 5th level or lower on the target ends. If you target a magic item, the properties and powers of magic item is suppressed for 1 minute as if in *antimagic field* spell, unless the item is a consumable magic item, such as potion or scroll, in which case the wand renders them nonmagical. #### Eyes of Blazing Power *Wondrous item, rare (requires attunement by a demon hunter)*
These pair of objects are not actual eyes, but rather a pair dark green gems, with demonic runes etched on their surfaces. To attune to the gems, you must gouge out your own eyes and press the gems into the empty sockets. The gems graft themselves to your head and remain there until you are no longer attuned to them, in which case they plop out of their sockets. Once in place, the gems begin to glow with bright fel-green power. The eyes have 7 charges. While attuned to them, you can use an action to expend 1 or more their charges to cast *aganazzar's scorcher* spell, using your fel save DC, from them. When you cast the spell this way, it ignores resistance to fire, and creatures immune to fire damage are considered resistant. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The eyes regain 1d6+1 expended charges daily at dawn. If you expend the eyes' last charge, roll a d20. On a 1, the gems burst into flames, burning you with 3d8 fire damage, before crumbling into dust and are destroyed. \pagebreakNum #### Fangs of the Devourer *Weapons (daggers), artifact (requires attunement by a rogue)*
Goremaw the Devourer, Sargeras' personal hound, claimed countless lives before it was eventually ambushed and killed on another world long ago. Following the hound's death, Mephistroph had its fangs crafted into two powerful daggers that still carried with them some of the potent withering essence that made Goremaw's bites so deadly. These daggers were passed to Akaari, one of Sargeras' most deadly assassins, who wields them to this day The *Fangs of the Devourer*, *Gorefang* and *Akaari's Will* are a pair of magic daggers that grant a +3 bonus to attack and damage rolls made with them. On hit they deal an extra 2d4 necrotic damage, and they score a critical hit on a roll of 19 or 20. Attuning to both daggers takes only one attunement slot, but to benefit from the traits listed below, you must have both weapons on your person. ***Random Properties.*** The *Fangs of the Devourer* have the following randomly determined properties: * 3 minor beneficial properties * 1 major beneficial properties * 3 minor detrimental properties * 1 major detrimental properties ***Catlike Reflexes.*** While the daggers are on your person, you can use your reaction to give yourself the benefits of the *feather fall* spell until the end of your turn. You can't do so again until you finish a short rest. ***Energetic Stabbing.*** When you engage in two-weapon fighting with the daggers, you can add your ability modifier to the damage of the second attack. Also when you score a critical hit with either of these weapons, you regain 2 energy points. ***Felhound Ferocity.*** While holding the daggers, you can cast the *detect magic* spell at will from them. In addition, when you damage a creature that is concentrating on a spell with these daggers, that creature has disadvantage on the saving throw it makes to maintain its concentration. ***Goremaw's Bite.*** As part of an attack with either of these weapons, you can speak their command word, causing the attack to deal an extra 8d4 necrotic damage and forcing a DC18 Strength saving throw. On a failure, the target’s speed is reduced to 0 until the start of your next turn. You cannot use this ability again until you finish a long rest. ***Spells.*** While holding the daggers, you can use a bonus action to cast one of the following spells (spell save DC 18) from them: *darkness, far step, shadow of moil*. Once you use the daggers to cast a spell, you can't cast that spell again from it until the next dawn. ***Destroying the Daggers.*** Only a special hero who slew Goremaw the Devourer in life can destroy these fangs. Resurrecting said hero, however, requires one to gather enough of the ashes of the hero and their obliterated homeword, which are scattered in the Great Dark Beyond. *"The hound's bite lingers, even long after its death. A surprisingly effective and subtle tool for something so crude."* \columnbreak [Hearthstone - Soulfed Felhunter by Mike Mishkin](https://www.artstation.com/artwork/ZGa9qw)
\pagebreakNum [Hooked Scimitar by Grace Liu](https://www.artstation.com/artwork/8la1Bn)
#### Fel Barbed Halberd *Weapon (greataxe or halberd), rare*
Curiously designed weapon, with a handle that can be adjusted at will, and the tip has axe-like blades. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also has the finesse property. As a bonus action, you can extend or shorten the handle of this weapon, transforming it between greataxe form and halberd form. A target hit with this weapon takes an extra 1d4 fire damage. #### Fel-Burning Blade *Weapon (greatsword), very rare (requires attunement)*
This sword of demonsteel is carved with demonic runes, and it seems to push its wielder to keep fighting, performing best when its wielder is tired. ***Corruption.*** This magic sword has 10 charges and regains 1d6 + 4 expended charges daily at dusk. You can expend 1 charge when you hit a creature with the sword to cause it to inject the target with its corrupting flames. When you do, the target must succeed on a DC 15 Constitution saving throw or gain 1 point of corruption, which last for 1 minute. A creature takes 1d4 fire damage at the start of each of its turns for each point of corruption it has, up to a maximum of 3d4 fire damage. This fire damage ignores resistance and immunity. A creature with at least 1 point of corruption can make another Constitution saving throw at the end of each of its turns. On a success, it removes 1 point of corruption. \columnbreak A creature has a level of exhaustion for each point of corruption it has, to the maximum of 3 levels of exhaustion. If you expend the sword's last charge, roll a d20. On a 1, the sword shatters, inflicting 3 points of corruption to you. ***Curse.*** This sword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. While you're cursed, you have disadvantage on any saving throw against exhaustion. However, while you have at least one level of exhaustion, you gain a +2 bonus ;to attack and damage rolls made with this magic weapon. *"No rest for the wicked.*" #### Fel-Engraved Handbell *Wondrous item, very rare (requires attunement)* This demonsteel implement is engraved with demonic runes and Eredun word for "doom". The bell has 6 charges. You can use the charges in the following ways while holding it: * As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 120 feet of you. If such creatures are present and don't have total cover from you, the bell rings softly, their tone indicating the creature types present. * When a creature within 60 feet of you takes damage, you can expend 1 charge to cast the *toll the dead* cantrip (save DC 15) from the bell as a reaction at the creature. * As an action, you can expend 2 charges to cast the *thunderwave* spell (save DC 15). For 2 charges, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The bell regains 1d6 expended charges daily at dusk. If you expend the bell's last charge, roll a d20. On a 1, the bell crumbles ashes and is destroyed. *"Hasabel had a bell..."* #### Fel Edged Battleaxe *Weapon (battle-axe), very rare (requires attunement)*
An incredible blend of khorium and felsteel, this axe can easily cut through solid objects. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any target hit by this sword takes an extra 1d4 fire damage and 1d4 slashing damage. If the target is an aberration or fiend, this extra damage is doubled. This fire damage ignores resistance and immunity. An object or structure hit by this weapon takes the maximum amount of damage from the attack. \pagebreakNum #### Fel-fire Demon Claw *Wondrous item, rare (requires attunement by a druid*
A severed claw from ferocious demon the feels almost burning hot to touch. The claw is a spellcasting focus for your druid spells while you hold it. While the claw is on your person when you shapeshift, your shapeshifted forms take more demonic appearance, with dark green fur or feathers, and fel flames flickering from your hide. While shapeshifted, your creature type is fiend, you gain +1 bonus to your melee weapon attack and damage rolls, and your melee weapon attacks deal an extra 2d6 fire damage on hit. ***Curse.*** This claw is cursed with the essence of the slain demon, and becoming attuned to it extends the curse to you. Until the curse is broken with *remove curse* or similar magic, you are unwilling to part with the claw, keeping it within reach at all times. The sixth time you shapeshift while the claw is on your person, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the shapeshift lasts until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in a shapeshifted form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a demonic beast. Thereafter, only *remove curse* or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a *wish* spell can reverse the transformation.
[Felheart Gul'dan by L. Lullabi & V. Styajkina](https://hearthstone.fandom.com/wiki/File:Felheart_Gul%27dan_full.jpg)
\columnbreak #### Felfire Munitions Launcher *Weapon (rifle), very rare (requires attunement)*
This demonic machine constantly churns with fel energy, and features a special guard near the tip of the gun, protecting the wielder from counterfire. While holding this gun, you have +2 bonus to your AC against ranged weapon attacks. When you hit with an attack using this rifle, the target takes an extra 1d6 fire damage. This weapon has 10 charges, and regains 1d6+4 expended charges daily at dusk. When you take the Attack action while holding this gun when it's loaded, you can expend 1 or more of its charges to make the gun transform the loaded bullet into a grenade. You make a special ranged attack with it by leveling and firing the gun as if it was a grenade launcher. When you do, you don’t make an attack roll for the attack, and the grenade is magically launched forward from the weapon to a point within 60 feet of you, exploding in a 5-foot radius, plus an extra 5 feet for each charge you expend. Each creature in the radius must succeed on a DC 16 Dexterity saving throw or take 1d6 piercing damage, plus 1d6 fire damage for each charge you expend. On a successful save, a creature takes half as much piercing and fire damage. After the attack, the bullet is destroyed. If you expend the gun’s last charge, roll a d20. On a 1, the weapon becomes overcharged and splinters into an explosion of shrapnel, destroying the gun. Roll a d10. Each creature within 10 feet of the weapon must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 1d6 piercing damage and 1d6 fire damage times the number rolled on the d10, or half as much damage on a successful one. #### Felheart Raiment *Wondrous item, very rare (requires attunement by a warlock)*
While from the distance, this reinforced robe attire could be considered surprisingly colorful and somewhat tacky for a warlock, closer inspection reveals the skull engravings and luxurious gem encrusted gold trimmings. You gain the following benefits while wearing this raiment: * If you aren't wearing any armor, your base Armor Class is 13 + your Intelligence modifier. * Your spell save DC and spell attack bonus each increase by 1. * The damage you take from Life Tap is reduced by half your warlock level. ***Cursed.*** When you attune to this raiment, you grow a pair of black horns from your forehead. These horns will remain even if your attunement to the raiment ends, and spells like *remove curse* or *greater restoration* do not make them disappear. A *wish* spell can make the horns disappear.
[Demon Archaeology icon by Ashleigh Warner](https://wowpedia.fandom.com/wiki/File:Legion_Icon.png) \pagebreakNum #### Fel-Loaded Dice *Wondrous item, rare (requires attunement by a rogue)*
This set of six six-sided demonsteel dice is weakly connected to the tides of fate. When you attune to this dice set, you gain proficiency with it if you aren't already. You have advantage on any ability check you make with it. While you have the dice on your person, when you deal Sneak Attack damage, you can roll one or more of these dice and add the rolled number to the Sneak Attack damage as fire damage. Each fel-loaded die can only be used once until the next dusk. ***Sentience.*** *Fel-loaded Dice* are possessed by a group of chaotic evil imps, and collectively have an Intelligence of 14, a Wisdom of 8, and a Charisma of 14. They have hearing and darkvision out to a range of 30 feet. The dice can speak, read, and understand Eredun. Their voices are high-pitched and grating. ***Personality.*** The imps are mischievous, greedy, and above all hate loosing. They will urge the owner of the dice to do questionable acts, and hunger to be used in games, especially for gambling. If the dice go a week or more without being used for gambling, a conflict between them and the owner occurs at the next sunset. A conflict will also happen whenever the owner looses a game of dice using the *fel-loaded dice*, as the imps begin to blame the owner. The imps seem surprisingly content being trapped inside the dice, and delight how in these forms they can more easily blend into the mortal societies. *"Definitely not possessed by minor demons."* #### Fel Lord's Warmace *Weapon (war-hammer), rare (requires attunement)*
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the hammer to attack a humanoid. The weapon also has 3 charges, and regains 1d3 charges daily at dusk. When you hit a creature with the hammer, you can expend 1 charge to force the creature make a DC 15 Strength saving throw. On failure, the target is knocked prone. #### Fel Reaver's Piston *Wondrous item, rare*
This salvaged part from fel reaver radiates heat and power. It can be used to enhance the deadliness of any non-magical gun, though such task is a perilous undertaking. To attach the piston to a gun, or to detach it from one, a creature must make a DC 25 Dexterity check with Tinker's tools. On a failure, the piston is destroyed by the process and turns to ash, and the creature takes 2d10 fire damage. If the check fails by 5 or more, the damage is increased to 4d10 fire damage, and the gun is also destroyed. On a success, the gun deals an extra 2d6 fire damage on hit, and becomes magical for the purposes of overcoming resistances if it wasn't already. Gun can only benefit from one fel reaver's piston at a time. \columnbreak
[WoW TCG: Fel Reaver by AppleSin](https://www.deviantart.com/applesin/art/WoW-TCG-Fel-Reaver-337903414)
#### Fel Shard *Wondrous item, rare (requires attunement by a demon hunter)*
This fel green crystal is ideal for holding demonic energies. While the shard is on your person, you can cast *soul cage* spell from it, targeting only a fiends that die within 60 feet of you. In addition to normal uses of the trapped soul, you can expend one use of the demonic soul as a bonus action to gain 1d4 fel points. Once you use the fel shard to cast the spell in this way, you can't use it again until the next dawn. #### Felshroom *Wondrous item, uncommon (requires attunement by a druid)*
It should be no wonder that fungi might thrive in fel-tainted places, as much like fel, they too can feed on decay and death of living things. Felshroom is an example of such fungus. When you attune to *felshroom*, you attach it to somewhere on your body, and its hyphae burrow into your flesh. The mushroom will be present even in your shapeshifted form. You gain the following benefits: * You are surrounded by invisible, fel infused spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 fire damage and 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your druid spell save DC. * You can expend one of your hit dice to deal additional 1d6 necrotic damage on a hit with a melee weapon attack. ***Cursed.*** This mushroom is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mushroom. Whenever you spend hit dice to restore hit points during a short rest, the amount of hit points restored per hit die is reduced by your proficiency bonus, to a minimum of 0, as the *felshroom* siphons the life energy to sustain itself. \pagebreakNum #### Fel-Touched Mana Gems *Wondrous item, uncommon*
While clearly corrupted with fel energies, one can still siphon mana from them, if one is daring or desperate enough. As an action, a spellcaster can consume the magical energies stored within these gems, and regain 1d4 expended spell slot levels. You can recover a total number of combined spell slot levels equal to or less than the number you roll. Siphoning fel energies can however make it difficult to focus for those not accustomed to it. For the next 1 hour, the first spell of 1st-level or higher you cast forces you to make a DC 10 Constitution saving throw to maintain concentration on the spell, unless you cast it by using fel sorcery spell slot. On failure, the spell fails. #### Fire Runed Grimoire *Wondrous item, rare (requires attunement by a warlock)*
This thick, rune-etched grimoire reeks of smoke and sulfur, and embers dance along the edges of its pages. The book contains the following spells: *burning hands*, *fireball*, and *immolation*. While holding the book this book bound in demon leather, you can cast those spells from it using your spell slots as normal, and you can use it as a spellcasting focus for your warlock spells. This book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: * When you use your Soulforging feature to create anything other than a firestone, you can expend 1 charge to also create a firestone. * When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 fire damage to the creature and knock the creature prone if it is Large or smaller. #### Flaming Demon Skull *Wondrous item, very rare (requires attunement by a demon hunter)*
This demonic skull constantly burns with ethereal flame that are intimidating, but quite harmless. The skull weighs 3 pounds. The skull has 10 charges. As an action, you can
expend 1 or more charges from the skull to cast the
following spells, using Intelligence as your spell-
casting ability: *fire and brimstone* (4 charges), *fireball*
(3 charges), *flame blade* (2 charges), *pyrotechnics*
(2 charges), *rain of fire* (5 charges), or *scorching ray* (2 charges). The skull regains 1d6+4 expended charges
daily at dawn. ***Imprisoned Entity.*** *Flaming Demon Skull* holds
a soul of a mad demon, slain long ago and imprisoned
into his own skull after his death. The demon is
chaotic evil entity with an Intelligence of 19, a Wisdom
of 7, and a Charisma of 16. It has hearing and
darkvision out to a range of 120 feet. The demon can understand Common and
Eredun, but communicates only by transmitting
emotions and mental images to the creature carrying
the skull. ***Personality.*** It is unknown whether the demon was mad in life, or has the countless years being trapped inside the skull made it so. Either way, the demon's only purpose is to watch the world burn, or at least when it witnesses a creature to be set ablaze does it seem happy. The demon's pyromania must be regularly indulged. If the skull goes a week or more without burning a creature alive, a conflict between it and its carrier occurs at the next sunset. *"This demon laughed in the face of death..."* #### Foul Totem *Wondrous item, rare (requires attunement by a shaman)*
This totem is cast in demonsteel and inscribed with demonic runes. The corrupted spirit within knows the following spells with you when you attune to the totem: *aganazzar's scorcher*, *drain life*, *fire and brimstone*, and *fireball*. They are shaman spells for you while you are attuned to the totem. While holding the totem, you can cast those spells from it using your spell slots as normal, and you can use the totem as a spellcasting focus for your shaman spells. You can unleash the spirit's powers from within the totem as a bonus action. When you do, you plant the totem in a point within 5 feet of you. For 1 minute, you can cast *fel flame* cantrip originating from the totem as a bonus action. The cantrip counts as a shaman spell for you. In addtion, when you cast a spell with a range other than self, the spell can originate from you or your *foul totem*. After 1 minute, the totem returns to your hand, or if you don't have a hand free, it appears at your feet. #### Glaive of the Fallen *Weapon (warglaive), rare (requires attunement by a demon hunter)*
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon deals an additional 1d4 fire damage on hit. This fire damage is increased to 1d8 fire damage while your metamorphosis is active.
[Mysterious Tome by Mike Nicholson](https://hearthstone.fandom.com/wiki/File:Mysterious_Tome_full.jpg)
\pagebreakNum
[Sacrificial Pact by Jim Nelson](https://hearthstone.fandom.com/wiki/File:Sacrificial_Pact_full.jpg) #### Grimoire of Convert Demon *Wondrous item, very rare (requires attunement by a warlock)*
Grimoire containing the knowledge how to turn creatures into demons. The book contains the following spells: *banishment*, *magic circle*, *planar ally*, *planar binding*, and *protection from evil and good*. While holding the book, you can use it as a spellcasting focus for your warlock spells and you can cast those spells from it using your spell slots as normal. They count as warlock spells to you. Additionally, while holding the book you can use an action to turn a creature into a demon. Choose a creature you can see within 60 feet of you. The target must make a DC 17 Wisdom saving throw, or its creature type is change into fiend (demon) for 1 hour. Once you use this trait, it can't be used again until next dusk. #### Grimoire of Dark Arts *Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a warlock)*
While you are holding this book bound in demon leather, you can use it as a spellcasting focus for your warlock spells. The grimoire contains a number of spells, determined by the book's rarity, chosen randomly by DM from the warlock spell list. While holding the book, you can cast those spells from it using your spell slots as normal. In addition, you can regain one warlock spell slot as an action while holding the book. You can't use this property again until you finish a long rest. #### Hellreaver *Weapon (glaive), rare* This menacingly large glaive was forged by the fel orcs of Hellfire Citadel, and its blade still glows with the fires of their infernal forges. This magical glaive' damage die is increased by 1. It also deal an extra 1d12 fire damage on hit. #### Hood of Eternal Disdain *Wondrous item, legendary (requires attunement by a warlock)*
This dark hood ends in a pointed tip, and includes a skeletal mask. It is imbued with dark magics bent only to bring misery upon others. While wearing this hood, when you curse a creature with your *bestow curse* or *hex* spell or by a warlock feature of yours, the curse lasts until it is dispelled. In addition, you have advantage on saving throws against curses. ***Curse.*** This hood is cursed, and attuning to it extends that curse to you. You remain cursed as long as you remain attuned to the lantern, which can only be ended with a *wish* spell or by the kiss of someone who loves you. As long as you remain cursed, you can't remove the hood, keeping it on at all times. Whenever you curse a creature while wearing the hood, you gain one of the following flaws, in the order as listed here: "I am never wrong. Evidence against me is always fake or a misunderstanding somehow.", "Any act of kindness towards me has ulterior motives.", "I've discovered I really like killing people.", and "I cant stand the idea of people breathing. If I see someone breathing, I will treat them as an enemy." These flaws can be cured with *greater restoration* spell, but as long as you remain cursed by the hood, you can regain the cured flaws. While you have any of these flaws, you have disadvantage on Wisdom (Insight) and Charisma (Persuasion) checks made to interact with friendly creatures, and you can't take the Help action. *"Whoever dons this hood gains unholy strength and resolve, but will forever lose all kindness and compassion. Beware..."* #### Impeccable Fel Essence *Wondrous item, legendary (requires attunement by a druid)*
Simple metal band with a bright green jewel embedded on top of it. While you are wearing the ring, you learn to use the Incarnation feature of your druid path. If you already have access to Incarnation feature, it instead can be used again when you finish a short or long rest. While Incarnation effect is active, any damage you deal or hit points you restore is increased by your Wisdom modifier. *"The druids of the Emerald Circle manipulated the fel energy within this stone to enhance their attunement with the wild."* #### Imp Generator *Wondrous item, rare (requires attunement by a warlock)*
This strange, small machine hums with fel energy. While attuned to it, it feeds on the residual powers of your spells to rip apart the dimensional barriers over time. When you cast a warlock spell using a spell slot, roll a d20. On a roll of 20, you summon an imp minion to nearest unoccupied space next to you, even if you already have a demonic minion. It follows the same rules as laid out by the Grimoire of Servitude, but does not gain any benefits from Grimoire of Supremacy. If you have more than one minion present, you can issue commands to all of them with same bonus action. This imp disappears when it drops to 0 hit points or after 1 minute. \pagebreakNum #### Imp in a Soul Gem *Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a demon hunter)*
Trapped within a special, fel-green crystal, this demonic soul can be infused with your very being. ***Demonic Soul Attunement.*** To attune to this item, you drain the soul essence contained within the crystal, and consume the demon held within. When the attunement is complete, the crystal turns to dust, as its purpose is complete and magic depleted, and demon's soul becomes part of you. If your attunement to the demonic soul ends, the demon's soul is expunged from your body, and is imprisoned again within the crystal that appears in your space. ***Fel Empowerment.*** You gain a bonus to
your fel point maximum determined
by the soul's rarity. ***Imp Within.*** You have advantage
on Dexterity (Sleight of Hand)
checks and can cast *vicious
mockery* cantrip, using Intel-
ligence as your spellcasting
ability. #### Infernal Blood-
stone Shard *Wondrous item, uncommon
(requires attunement by a
demon hunter)*
Fel is fueled by consuming life
energy, and with this shard it
can fuel you also. While the
shard is on your person,
whenever you hit a creature
and deal damage to it, you
regain 1 hit point. When you
score a critical hit, you regain
1 fel point.
#### Inquisitor in a
Soul Gem *Wondrous item, very rare
(requires attunement by a
demon hunter)*
Trapped within a special,
fel-green crystal, this demonic
soul can be infused with your
very being. ***Demonic Soul Attunement.*** To
attune to this item, you drain the soul
essence contained within the crystal,
and consume the demon held within.
When the attunement is complete, the
crystal turns to dust, as its purpose is complete
and magic depleted, and demon's soul becomes
part of you. If your attunement to the demonic soul ends, the demon's soul is expunged from your body, and is imprisoned again within the crystal that appears in your space. ***Demonic Stare.*** The range of your Spectral Sight feature is increased to 120 feet. ***Inquisitor Within.*** The demonic soul holds 10 charges. As an action, you can expend 1 or more charges from the sigil to cast the following spells from it, using Intelligence as your spellcasting ability: *arcane eye* (4 charges), *clairvoyance* (3 charges), *detect evil and good* (1 charge), *see invisibility* (2 charges), or *scrying* (5 charges). The demonic soul regains 1d6+4 expended charges daily at dawn. #### Inquisitor's Wand *Wand, rare (requires attunement by a spellcaster)*
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ***Inquisitor Eye.*** As an action, you can expend 2 charges to creare a visible, magical eye within 30 feet of you that hovers in the air. The eye is a Tiny object with 10 hit points and AC 15. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. When you cast a spell with a range other than self while the eye is active, the spell can originate from you or your inquisitor eye. You can also command the eye to stay close to you, in which case it begins to orbit your head. While the inquisitor eye is orbiting your head, you have advantage on Wisdom (Perception) skill checks that rely on sight. The eye remains for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the eye again, or until you die. ***Empower the Eye.*** If you have an inquisitor eye active, you can expend 1 charge as an action to give the eye the benefit of the *detect magic* or *see invisibility* spell. Alternatively, as a bonus action you can expend 1 charge to cast a cantrip you know originating from the eye.
[Felsoul Inquisitor by Slawomir Maniak](https://www.artstation.com/artwork/lmEv5) \pagebreakNum #### Kirel Narak *Wondrous item, legendary (requires attunement by a demon hunter*
These pair of dark red leather boots look fairly unassuming, but they hold terrible power within. While attuned to these boots, your movement speed is increased by 10 feet, and whenever you take fire damage your movement speed is doubled until the end of your next turn, as the boots fill you with a sense of burning rush. In addition, whenever you use the Momentum feature, your form turns into blazing inferno. Until the end of your next turn, you gain fly speed equal to your movement speed, opportunity attacks are made with disadvantage against you, and you can move through creatures as if they were difficult terrain. Whenever you pass through a creature while the effect is active, the creature takes 3d8 fire damage. You can affect a creature only once with this effect in a turn. ***Curse.*** When you don the Kirel Narak and begin to attune to them, you feel your feet begin to burn. Make a DC 18 Constitution saving throw. On a success, you're able to safely remove the boots before you attune to the item, but are aware of the curse's effects. On a failure, once you attune to the item, you take 8d8 fire damage as the fires sear your feet's flesh and bone. This damage ignores resistance and immunity. The boots reinforce your burned feet and allow you to walk normally, although their flesh is prevented from healing as long as you wear the Kirel Narak. Once you are attuned to the item, you can't remove the boots until targeted by the *wish* spell or similar magic. When you remove them, you take 8d8 fire damage as the try to melt your feet rather than parting with them. Removing the Kirel Narak is an agonizing and difficult task, leaving you with 3 points of exhaustion. Once you are no longer attuned to this item, your walking speed becomes 0. While your speed is less than your normal walking speed, at the end of a long rest, you regain 5 feet of your normal walking speed. The *regenerate* spell can help you regain 10 feet of your normal walking speed. A *wish* spell can restore your walking speed fully. *"Witness the flames that have consumed countless worlds. All will burn in the legion's fire!"* #### Potion of Felfire *Potion, rare*
After drinking this potion, you start to burn with felfire. At the end of each of your turns for 1 minute, you and every creature within 10 feet of you take 1d6 fire damage. Additionally, whenever a creature hits you with a melee attack during this time, the creature takes 1d6 fire damage. When another creature takes fire damage from this effect, the creature catches fire; until someone takes an action to douse the fire, the creature takes 1d6 fire damage at the start of each of its turns. Alternatively, you can throw the vial to a point you can see within 60 feet of you, shattering the potion on impact. Each creature within 20 feet of the point must make a DC 15 Dexterity saving throw. On failed save, a creature takes 6d8 fire damage and catches fire. On a successful save, the target takes half as much damage and does not catch fire. \columnbreak
[Felfire Potion by Arthur Bozonnet](https://hearthstone.fandom.com/wiki/File:Felfire_Potion_full.jpg)
This potion seems to contain liquid green fire, and agitating it makes the vial shake ominously, as if at any point the potion might just explode on its own. #### Potion of Fel Protection *Potion, uncommon*
When you drink this potion, you immune to the effects of fel exposure for 1 hour. This potion's green liquid flickers, and shaking it makes it glow faintly. #### Raddon's Cascading Eyes *Wondrous item, legendary (requires attunement by a demon hunter)*
This fairly simple black blindfold has demonic runes sewn to its fabric, and it obscures your eyes and magically stays in place while worn. While worn, fel green glow can be seen underneath where your eyes are. While wearing the blindfold and attuned to it, you gain the following benefits: * You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. * As a bonus action, you can speak a command word and use the blindfold to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dusk. * You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form. * As an action, you can unleash a brilliant beam of chaos energy from your eyes and through the blindfold in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 1d8 damage from each damage type except for bludgeoning, piercing or slashing (10d8 damage in total). On a successful save, it takes half as much damage. Fiends have disadvantage on this saving throw. This property can't be used again until the next dusk. *"As the world... goes by... we'll go on forever."* \pagebreakNum
[The Scepter of Sargeras by Liz Reed](https://rizu.artstation.com/projects/AGolN)
#### Scepter of Sargeras *Staff, artifact (requires attunement by a warlock)*
Created through incredible effort by hundreds of Sargeras' servants, this scepter can rip open dimensional gateways between worlds. It was entombed beneath the sea for centuries, then used by the orc shaman Ner'zhul to open the portals that tore the world of Draenor apart, leaving behind the shattered realm of Outland. The scepter was finally secured by the elite magi of the Kirin Tor. Unable to destroy it, they hid it away in a magically protected chamber and put it under eternal watch to prevent it from ever being used again. *Scepter of Sargeras* is a magic staff that can be wielded as a magic quarterstaff that grants +3 bonus to attack and damage rolls made with it. While you hold it, you gain +3 bonus to spell attack and damage rolls, as well as the saving throw DCs of your warlock spells. The staff has 15 charges used for some of its listed properties. It regains 2d6+3 expended charges daily at dawn. ***Random Properties.*** The *Scepter of Sargeras* has the following randomly determined properties: * 1 minor beneficial property * 1 major beneficial properties * 3 minor detrimental properties * 2 major detrimental properties ***Chaotic Instability.*** When a creature within 60 feet of you other than you casts a conjuration spell, roll a d20. If you roll a 1, the staff instantly creates a *Dimensional Rift* at the location of the spell and fires a single beam from it to a creature of your choice within range. If you roll a 20, the creature must make a Constitution saving throw to maintain concentration on the chaotic energies trying to impede with the spell. The DC of this saving throw is your warlock spell save DC. On failure, the spell fails, and a *Dimensional Rift* opens next to the casting creature, firing a single beam to a creature of your choice within range. ***Dimensional Rift.*** As an action, you can expend up to 5 charges to open a dimensional rift to a point within 5 feet of you. The rift unleashes beams of energy towards a creature of your choice within 120 feet of it. Make a number of ranged spell attacks equal to number of charges spent. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. On hit, a target takes 1d12 + your Intelligence modifier as force damage. These beams score critical hit on a roll of 19 or 20, and do not suffer disadvantage from being in melee. ***Fire and the Flames.*** When you deal fire damage with your warlock spells while the staff is on your person, you can add your Charisma modifier to one damage roll of it. ***Legacy of the Dark Titan.*** While you are holding the staff, you have advantage on Charisma (Persuasion) checks made with members of the Burning Legion. ***Master of Disaster.*** Your spells deal double damage to structures and objects while the staff is on your person. ***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your warlock spell save DC and warlock spell attack modifier: *arcane gate* (6 charges), *dimension door* (4 charges), *gate* (9 charges), *plane shift* (7 charges), *reality break* (8 charges), or *ritual of summoning* (6 charges). ***Destroying the Staff.*** The scepter was crafted by a hundred warlocks and with a sacrifice of a hundred demons, and its very essence is woven into the fabric of reality. As long as any portals or dimensional gateways are open, the staff cannot be destroyed, and even then only by having a hundred priests purifying the hundred demon souls out of the scepter, at the cost of their own lives, can the staff finally be turned to ash. *"When at last the moment arrived for Ner'zhul to act, he did so with wild abandon, heedless of the consequences. It mattered not to him if Draenor was destroyed; in fact, he welcomed it as part of his legacy."* \pagebreakNum #### Skull of the Man'ari *Wondrous item (arcane focus), artifacts (require attunement by a warlock)*
Before the eredar served the titan Sargeras, one of their greatest leaders, Thal'kiel, had unprecedented skill with summoning and binding magics. Driven by ambition, he reached into the Void and was answered with knowledge of dark creatures unlike any the eredar had seen before. Thal'kiel's apprentice, Archimonde, discovered his master's dark pact and revealed it to Thal'kiel's fellow rulers, who banded together to strike Thal'kiel down. After his defeat, they had his skull gilded and placed on display as a warning. Today the dreadlord Mephistroth uses it to enhance his ability to summon and command demon armies for the Legion. The *Skull of the Man'ari* is an arcane focus that grants +3 bonus to your warlock spell attack rolls and spell save DCs. When you use an action to toss this skull into the air, the skull orbits your body at a distanve of 1d4 feet and confers its benefits to you. Thereafter, another creature must use an action to graps or net the skull to separate it from you, either by making a successful attack roll against AC 25 or a successful DC 25 Dexterity (Acrobatics) check. You can use an action to seize and hold the skull. The skull is considered an object that is worn while it orbits your body. The skull has 15 charges used for some of its listed properties. It regains 2d6+3 expended charges daily at dusk. ***Random Properties.*** The *Skull of the Man'ari* has the following random properties: * 3 minor beneficial property * 3 minor detrimental properties * 2 major detrimental property ***Demonic Reference.*** You can ask *Thal'kiel*'s insight whenever you make an Intelligence check to discern information about demons. When you do so, you can add double your proficiency bonus to the check. ***Spells.*** You can use an action and expend 1 or more of the skull's charges to cast one of the following spells from it, using your warlock spell save DC: *command* (1 charge),*find familiar* (1 charge), *infernal calling* (5 charges), *summon greater demon* (4 charges), or *summon lesser demons* (3 charges). ***Stolen Power.*** When your demonic minion or a summoned creature lands a critical hit, *Thal'kiel*
steals some of that power and lends it to you. Your
next spell that deals damage cast within 1 minute
has its damage increased by one damage die. ***Summoner's Prowess.*** While you are concen-
trating on a conjuration spell, your concentration
can't be broken as a result of taking damage, and
any creature that you summon or create with a
conjuration spell has 40 temporary hit points.
Additionally, if you loose control over a summoned
creature, you can expend 2 charges from the skull to maintain control over the creature. ***Thal'kiel's Consumption.*** You can use your action sacrifice a number of your demonic minion's hit points up to two times your warlock level. When you do, choose a creature you can see within 60 feet of you. *Thal'kiel* will then unleash a blast of energy at the target, and it must make a Constitution saving throw against your spell save DC or take necrotic damage equal to the demonic minion's hit points sacrificed. Once you use this trait, you can't use it again until you finish a short or long rest. ***Thal'kiel's Discord.*** When you hit a creature with a spell attack, you can expend a number of the skull's charges up to 5. For each charge spent, every creature within 10 feet of the creature you hit takes 1d6 psychic damage, as the skull briefly teleports there and Thal'kiel lets out harrowing scream, before returning to you. ***Trapped Entity.*** The *Skull of the Man'ari* houses the soul of *Thal'kiel*. He is a lawful evil entity with an Intelligence of 18, a Wisdom of 10, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. *Thal'kiel* can speak, read, and understand Common and Eredun. ***Personality.*** *Thal'kiel* often looks down upon anything or anyone he passes, though does recognize power and those who wield it, but even then he will often remark how that power would best be used by him, or the skull's carrier. *Thal'kiel's* purpose is to get revenge on those who betrayed him in life, and trapped him inside his skull. Along with that, he seeks forever to gain more power and knowledge. ***Destroying the Skull.*** The skull is destroyed if it is crushed underfoot by Archimonde. *"When finally Thal'kiel emerged, he was changed. He had aged by centuries, alone in the dark with his thoughts and his thralls. His back was twisted and stooped, and there was an odd glimmer in his eye. He summoned his Wakeners, and we answered the call..."*
[Skull of the Man'ari by Matthew O'Connor](https://hearthstone.fandom.com/wiki/File:Skull_of_the_Man%27ari_full.jpg)
\pagebreakNum
[Hearthstone Felosophy by Adam Byrne](https://www.artstation.com/artwork/0nzEz4)
#### Soul Harvester *Weapon (glaive), rare (requires attunement by a warlock)*
This glaive is fashioned after a scythe. When you attune to this weapon, you gain proficiency with it. While holding the weapon, you can use it as a spellcasting focus for your warlock spells, and you gain +1 bonus to your warlock spell save DCs. In addition, while you are holding the weapon, you no longer need to use a reaction to create a soul shard when a creature dies within 60 feet of you, as the weapon harvests any nearby souls for you. If you use 10 minutes of short rest to harvest nearby souls with the weapon, which counts as light activity, the number of soul shards you create over the span of short rest is increased to 3. #### Staff of Swelling Agony *Staff, uncommon (requires attunement by a spellcaster)*
The staff has 3 charges. When you cast a spell that deals damage while holding this staff, you can expend 1 charge and curse one of the creatures damaged by the spell. The creature is affected by the effect from the *bane* spell until end of your next turn. The staff regains 1d3 expended charges daily at dusk. #### Streten's Sleepless Shackles *Wondrous item, legendary (requires attunement by a warlock)*
This pair wrist cuffs resemble very immaculate and gilded shackles, with chains that turn more and more ethereal with each chain piece until disappearing entirely hanging off from them. To attune to them, you must lock one of the shackles around your wrist. While attuned to the shackles, you can use an action to place the other shackle on a willing or an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. Alternatively, when you hit a creature with a spell attack, you can attempt to shackle the creature. The target must make a Strength saving throw against your warlock spell save DC or be shackled. When you shackle a creature to you, you designate how long will the chain be, from anywhere between 5 feet to up to 120 feet. In addition from preventing either creature from moving further away from each other than allowed by the chain of the shackles, the shackles prevent either creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence, unless it such effect would move both of you and you allow it. While you are shackled to another creature, you have resistance to all damage. Also, each time you take damage, the other shackled creature take the same amount of damage. In addition, when you cast a spell with a range of touch, you can cast the spell through the shackles to the shackled creature no matter how far they are. You can use an action to remove the shackles from another creature. Once every 30 days, the other shackled creature can make a DC 35 Strength (Athletics) check. On a success, the creature breaks free from the shackle. When the other end of the shackles are not attached to another creature, it hangs loosely around your other wrist. ***Curse.*** Once you are attuned to the item, you can't remove the shacke from yourself until targeted by a *wish* spell or similar magic. While you are shackled to other creature, if the other creature is reduced to 0 hit points, it sends a psychic shock to you, and you must make a Wisdom saving throw with a DC equal to 10 + half the damage the other creature took. On a failure, you gain a random Indefinite Madness. *"The only risk is that you'll go insane."* #### The Black Book *Wondrous item, very rare (requires attunement by a warlock)*
An expansive treatise documenting the Twisting Nether's inhabitants, with solid black covers without any markings or titles. It radiates an ominous aura. The book contains the following spells: *find familiar*, *summon fiend*, *summon greater demon* and *summon lesser demon*. While holding the book,you can use it as a spellcasting focus for your warlock spells and you can cast those spells from it using your spell slots as normal. Additionally, the number of your known demons increases by 1. When you cast a conjuration spell that summons or creates a fiend, you can grant that creature advantage on all ability checks, attack rolls and saving throws for 1 minute. You can also give this benefit to your demonic minion from your Grimoire of Servitude as a bonus action. Once you use this feature, it can't be used again until the next sunset. #### The Fel Barrier *Armor (shield), rare (requires attunement)*
A felsteel shield, with laughing skull engraved on it, flames burning in its eyes and gaping mouth. While holding this shield, you gain +1 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. The shield also has 4 charges, and regains 1d4 expended charges daily at dawn. While holding the shield, you can expend 1 charge to cast the *hellish rebuke* spell from it. \pagebreakNum #### Twinblades of the Deceiver *Weapon (warglaives), artifact (requires attunement by a demon hunter)*
These glaives belong to the former demon hunter Varedis Felsoul. Once a member of the Illidari and a sworn enemy of the Burning Legion, he was slain at the Black Temple. After the Legion's leader, Kil'jaeden, revived him in the Twisting Nether, Varedis surrendered to the demon within him, forsaking his mortality. In the process, he and his glaives were infused with great power by Kil'jaeden's eredar allies. *Twinblades of the Deceiver* are a pair of magic warglaives that grant a +3 bonus to attack and damage rolls made with them. They deal extra 1d6 fire damage and 1d6 necrotic damage on hit, and you ignore long range penalty with thrown attacks made with them. Attuning to both warglaives takes only one attunement slot, but to benefit from the traits listed below, you must have both weapons on your person. ***Random Properties.*** The *Twinblades of the Deceiver* have the following randomly determined properties: * 2 minor beneficial properties * 1 major beneficial property * 3 minor detrimental properties * 2 major detrimental property ***Balanced Blades.*** When you hit with a ranged weapon attack using the warglaives, the target takes an extra 1d8 slashing damage. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
[WoW Legion Night Elf Demon Hunter by Jarreau Wimberly](https://www.deviantart.com/reau/art/WoW-Legion-Night-Elf-Demon-Hunter-JarreauWimberly-629215542) \columnbreak ***Fury of the Illidari.*** You can throw both warglaives in a whirlwind of energy, striking each nearby enemy. While wielding the warlgiaves, you can as an action make a ranged weapon attack with the warglaives against each creature of your choice within 60 feet of you. The warglaives then return to your hands. Once you use this feature, you can't use it again until you finish a short or long rest. ***Demon Rage.*** When you use your *Demon's Bite* feature while wielding the warglaives, you can add your ability modifier to those attacks. ***Deceiver's Fury.*** While wielding the warglaives, when an enemy misses you with an attack, or you succeed in making a Dexterity saving throw against an effect from an enemy creature, you regain 1 fel point. ***Spells.*** While holding the *Twinblades of the Deceiver*, you can use a bonus action to cast one of the following spells, targeting only yourself, using your fel save DC, from it: *expeditious retreat*, *haste*, or *searing smite*. Once you use the warglaives to cast a spell, you can't cast that spell again from it until the next dawn. ***Varedis' Legacy.*** The twinblades carry history both prodigious and shameful. You have advantage on Charisma (Persuasion) checks with members of Illidari, but you have disadvantage on Charisma and Wisdom saving throws from members of Burning Legion, as the blades bestow their first owner's fickle allegiances. ***Destroying the Warblades.*** The only way to destroy the warblades is to melt them in the smoldering heat that forever burns the ravaged homeworld of aldrachi people. No easy task, for the location of this forgotten world is a secret held by high ranking members of the Burning Legion.
\pagebreakNum
#### Ulthalesh, the Deadwind Harvester *Weapon (glaive), artifact (requires attunement by a warlock)*
The first necrolyte to walk the world of Azeroth, Sataiel, was given this scythe by the titan Sargeras himself. It grows in power as it draws souls from its victims. The Harvester earned its name as Sataiel methodically drained all life from the hapless inhabitants of Deadwind Pass, creating a potent magical nexus there in the process. Hunting down Sataiel, the Guardian of Tirisfal turned the scythe on her, sending her soul to join those of her victims. Eventually the Dark Riders recovered the weapon and secreted it beneath the tower of Karazhan. *Ulthalesh, the Deadwind Harvester* can be wielded as a magic glaive that grants +3 bonus to attack and damage rolls made with it. While you hold it, you gain +3 bonus to spell attack rolls, as well as the saving throw DCs of your warlock spells. When you attune to it, you gain proficiency with it. The glaive has 15 charges used for some of its listed properties. It regains 2d6+3 expended charges daily at dawn. ***Random Properties.*** The *Ulthalesh, the Deadwind Harvester* has the following randomly determined properties: * 3 minor beneficial properties * 2 major beneficial properties * 2 minor detrimental properties ***Soulstealer.*** While the glaive is on your person, the maximum number of soul shards you can have is increased by 3. In combat, while holding the glaive you get a special reaction that you can take once on every creature's turn. You can use this special reaction only when an appropriate creature with soul dies within 120 feet of you to reap their soul and create a soul shard, and you can't use it on the same turn that you take your normal reaction. ***Reap Souls.*** As an action, you can hold the glaive up high and expend up to 5 soul shard to empower *Ulthalesh, the Deadwind Harvester*. For 1 hour, your warlock spells and warlock features deal an extra damage to creatures other than you equal to the number of soul shards expended. Once you use this trait, you can't use it again until you finish a short or long rest. ***Sweet Souls.*** While the glaive is on your person, any hit points you regain from healthstones or warlock spells is increased by your proficiency bonus. ***Compouding Horror.*** While the glaive is on your person, any curse you cast has a lingering effect. When a curse cast by you ends, you can expend 1 charge from the staff and force the target to make a Wisdom saving throw against your warlock spell save DC or become frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Spells.*** You can use an action to expend 1 or more of the glaive's charges to cast one of the following spells from it, using your warlock spell save DC and warlock spell attack modifier: *bane* (1 charge), *enemies abound* (3 charges), *enervation* (5 charges), *harm* (6 charges), *ray of enfeeblement* (2 charges), *slow* (3 charges), *soul cage* (6 charges). ***Trapped Entities.*** The *Ulthalesh, the Deadwind Harvester* holds countless number of souls, both mortal, demon and other kind. \columnbreak [Warlock by Sandara Tang](https://wowpedia.fandom.com/wiki/File:Warlock_by_Sandara_Tang.jpg)
Among these
countless souls the
most prominent ones
are *Ulthalesh*, the original dreadlord
whose uprising sparked the creation of this weapon, and *Sataiel*, an eredar who attempted to oppose Sargeras with the might of *Deadwind Harvester*. *Ulthalesh* is a neutral evil entity with an Intelligence of 18, a Wisdom of 14, and a Charisma of 17. *Sataiel* is a chaotic evil entity with an an Intelligence of 17, a Wisdom of 11, and a Charisma of 15. They both have hearing and darkvision out to a range of 120 feet. *Ulthalesh* and *Sataiel* comminicate telepathically with the glaive's wielder and can speak, read, and understand Common and Eredun. *Ulthalesh* laughs whenever it claims the soul of its wielder. ***Personalities.*** *Ulthalesh* rarely interacts with the glaive's wielder, only ever communicating when it senses an opportunity to turn the wielder against Sargeras, or to tempt the wielder to hoard more power through the glaive, which in turn empowers the glaive. It speaks with soft tones and in ways that such drastic actions would sound reasonable to the wielder. *Ulthalesh's* one and only purpose left inside the glaive is to try and grow the glaive's power enough so that its wielder can take on the Dark Titan, and slay his imprisoner once and for all. The necrolyte *Sataiel* regrets that she did not attempt to slay the fallen titan with it when she had the chance, so she will test whoever dares to wield the weapon in her stead. When a creature first attunes to the item, a conflict immediately arises between the wielder of the glaive and soul of *Sataiel* as she tries to take control over the wielder and fulfill her goal of slaying Sargeras, possibly sending the wielder to terrible danger. ***Curse.*** When you are reduced to 0 hit points while this glaive is on your person, your soul is instantly ripped from your body and you die. *Ulthalesh, the Deadwind Harvester* traps your soul inside it, and while it is trapped inside the glaive, you cannot be resurrected. Only by destroying the glaive can your soul be released. ***Destroying the Glaive.*** The glaive works as a pocket dimension where the countless souls held within are stored. By casting the glaive into the fires of Mardum where it was created, a one-way portal inside this pocket dimension opens. Once the *Deadwind Harvester* holds no souls, it will crumble to dust. *"The scythe's master will either overcome Sataiel or be consumed, which will only make the blade more powerful. And then another bearer will take their place. And another."* \pagebreakNum #### Unshackled Staff *Staff, rare (requires attunement by a spellcaster)*
This staff has 10 charges for the follwing properties. It regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a burst of fel flames, lost forever. ***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells: *freedom of movement* (4 charges) or *knock* (2 charges). ***Unshackling.*** While holding this staff, you can use an action to expend 4 charges to target a creature you can see within 60 feet of you that is concentrating on a conjuration spell that creates or summons a creature to break the concentration, or you can expend 4 charges to break the creature's control over the summoned creature. #### Warp Stalker Armor *Armor (leather or studded leather), rare (requires attunement)*
This armor is made of leather from slain warp stalkers, creatures known for their ability to phase in and out of the physical and astral dimensions at will, and disturbing magical energies. While wearing this armor, you gain +1 bonus to your AC, and Constitution saving throws made to maintain concentration within 5 feet of you are made with disadvantage. The armor has 3 charges. You can expend 1 charge as an action to cast *blink* spell. The armor regains 1d3 expended charges daily at dawn. #### Zhar'doom, Greatstaff of the Devourer *Staff, very rare (requires attunement by a spellcaster)*
This staff is actually a mutated felhound, having only its head and tail remaining, and the tail immobile and stiff, and can be held like a shaft of a staff. While holding it, you can use it as a spellcasting focus, and you gain +1 bonus to your spell attack and damage rolls, as well as your spell save DCs of your spells. The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dusk. If you expend the last charge, a conflict between *Zhar'doom* and the staff's wielder arises as the demon hungers for more charges. ***Devour Magic.*** While holding this staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 10, a conflict between *Zhar'doom* and the staff's wielder arises as the demonic entity's belly is filled and it attempts to take control of its wielder. ***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *detect magic* (1 charge), *dispel magic* (3 charges), *drain life* (1 charge), *locate creature* (4 charges), or *spellsteal* (3 charges). ***Sentience.*** *Zhar'doom* is a sentient neutral evil demon with an Intelligence of 6, a Wisdom of 13, and a Charisma of 15. It has hearing and blindsight out to a range of 60 feet. The demon communicates by transmitting emotion to the creature carrying or wielding it, and understands Eredun but cannot speak. ***Personality.*** *Zhar'doom* always hungers for magical energy, represented by the items charges. It is a difficult task to balance this entity's hunger, for on one hand, draining it out of all of its charges makes it angry from hunger, and it tries to wrestle control over the wielder so that it is free to seek magical energies on its own, and on the other hand feeding it too much can make the creature strong and bold enough to challenge its wielder. While *Zhar'doom* can feed on the ambient magical energies, its hunger leads it to wanting more active sources of magic as well. If the staff goes three days or more without consuming a spell, a conflict between it and its wielder occurs at the next sunset. *Zhar'doom* has no purpose outside of feeding its eternal hunger for magical energies.
[Zixor, Apex Predator by Steven Prescott](https://hearthstone.fandom.com/wiki/File:Zixor,_Apex_Predator_full.jpg)
\pagebreakNum # Fiendish Fellows ## Demons Demons or dae'mons ("twisted souls" in Orcish), female demonesses, are immortal beings linked to the Twisting Nether. Most of them feed upon magic and life, and delight in inflicting suffering, spreading corruption, and destroying all that is good. ***Denizens of Twisting Nether.*** Originally, "demon" is what the races born from the Twisting Nether (annihilan, sayaad, nathrezim, shivan etc.) are called, as opposed to the races of the Great Dark Beyond (such as humans). A demon is fundamentally a creature whose soul is bound to the Twisting Nether, and as such returns to that plane upon death. They can be truly killed only inside the Twisting Nether or in places where its chaotic energies leak. Most demons were once mortal. Indeed, mortal creatures can be turned into demons by being infused with large quantities of fel magic, usually in the form of a gift or blessing such as the one Sargeras offered the eredar. Not all demons are sentient, various animals have been transformed into demons for instance, and some started as constructs such as infernals. Though most demons have a deep connection with fel magic, not all of them use it, such as the demons that joined Illidan Stormrage and who fed upon his arcane source of energy instead, freed of the dependence of fel, or Lothraxion, a nathrezim infused with Light magic. Not all demons are evil either, many are neutral such as the observers, who serve anyone that would allow them to observe the mysteries of the universe and feed upon all sorts of magic, or the demons serving the Illidari and the Black Harvest against the Legion. However, the vast majority of them joined the Fallen Titan Sargeras and his Burning Legion, with only one purpose: destroying all world-souls in the universe. ***Burning Legion.*** The Burning Legion is a vast, innumerable army of demons and corrupted races who seek to destroy all life. Sargeras created it with the purpose of destroying all world-souls in the universe in order to prevent the void lords from corrupting them, which would lead to the birth of a dark titan, a being of unspeakable evil that would utterly annihilate and consume the universe. The Legion is responsible for the annihilation of countless species and some entire planets across the Great Dark Beyond, and it transcends all universes destroying their possible worlds in the grand Crusade. It has thrice invaded Azeroth and was only beaten back at a terrible cost. Much of Azeroth's history — including the First, Second, and Third War — was due to the Legion's influence. It can be said that the Legion is Azeroth's nemesis, since it caused the Great Sundering of Kalimdor, corrupted the orcs and sent them to invade Azeroth, created the Lich King, and was the source of most of Azeroth's scars. Finally, it should be noted that Azeroth is the only known planet that the Legion has ever failed to conquer. ***Signs of Corruption.*** Demons carry the stain of fel corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where demonic breaches and demons appear. Animals shun these sites. The site of a demonic infestation might be fouled by a stench of brimstone that never abates, by areas of burning heat, or by permanent shadows that mark the places where these demons lingered. ***Eternal Evil.*** Outside Twisting Nether, death is a minor nuisance and a setback to a demon: they fear the prize of failure more than death. Demons killed outside of the Twisting Nether simply return to the Nether, where their souls drift until they are reborn. Sargeras modified this process slightly by having demon souls brought back through the world-soul of the titan Argus. Physical death for a demon is not a pleasant experience however for it still causes pain, even though they're temporary, as multiple demons have expressed anger and despair about their deaths. Demons killed within the Twisting Nether however, or in areas saturated with fel, die permanently. ***Demonic Cults.*** Despite the dark risks involved in dealing with demons, Azeroth and other planets have creatures that cover demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of evil, furthering the Burning Legion's goals in exchange for magic and other boons. However, a demon regards most mortals in its service as tools to use and then discard at its whim, either turning the mortals into demons or using their souls as fuel. ***Demon Summoning.*** Summoning demons can be dangerous, depending on the skill of the summoner and the type of demon they are trying to summon. Though demons yearn to sow destruction on the Material Plane, they show little gratitude when brought there, and even less so when they are bound to mortal's will. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil and specific demonic abilities can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. ***Twisted Nature.*** Demons don't age, and don't require food, drink, or sleep. However, demons must sustain themselves with a source of magic, or they will weaken and perish. \pagebreakNum ### Demon Lords The Burning Legion has rigid hierarchy that defines every aspect of their operation. Sargeras is the supreme ruler of all demons within the Legion, and only creature in the Legion with the powers of a titan. Sometimes worshiped as a god, Sargeras inspires the evil mortal and immortal cults that take his name, such as Sargerei and the satyr sect in Sargeron. From Twisting Nether, he commands a score of demonic generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety and destruction, Sargeras asks unwavering loyalty from his subordinates, and the price of failure can be utter annihilation. He delegates most matters of rulership to the demon lords that make up the commanders of the Legion. Sargeras appoints the demon lords, and he can strip any member of the Legion's hierarchy of rank and status as he likes. Sargeras rewards demons of particular ruthlessness, power and ingenuity with a dark blessing, transforming them into beings whose power can surpass the Wild Gods. These demon lords rule through cunning or brute force, fulfilling the plans of their dark master. As with other demons, a demon lord that dies on another plane has its essence return to Twisting Nether, where it reforms into a new body. Likewise, a demon lord that dies in Twisting Nether is permanently destroyed. #### Archimonde Archimonde, also known as the Defiler, was one of the three leaders of the eredar, ruling his people on Argus alongside Kil'jaeden and Velen in peace and harmony. He eagerly joined the fallen titan Sargeras who promised them knowledge, power and, most importantly, the answer to the question "what is the one underlying flaw of the universe?", in exchange for loyalty. While most eredar, a knowledge-seeking race, joined the Burning Crusade because of their thirst for knowledge, Archimonde joined Sargeras for power. He loyally served his master and the Burning Legion for thousands of years, though he was defeated during the Third War by the mortal armies. Sargeras' right hand, he was described as powerful, elegant, smooth, and intelligent as well as heartless, brutal, cunning and far sighted. The colossal demon wielded limitless fel magics and primal strength to lay waste to any who would oppose his fiery will, and had destroyed countless worlds. In his heart of hearts, he sought to become a god and wield powers that rivaled those of Sargeras himself. #### Jaraxxus Lord Jaraxxus is an eredar demon lord of the Burning Legion. He was summoned by Grand Warlock Wilfred Fizzlebang when the gnome attempted to summon a doomguard for the next challenge during the Trial of the Crusader. Jaraxxus killed Fizzlebang for his efforts, and next planned to kill the crusaders. The eredar was defeated, however, as requested by the Kirin Tor and the Council of Six. \columnbreak #### Kazzak Supreme Lord Kazzak is a battle-hardened doomlord and commander of Burning Legion forces. When the Burning Legion began its second invasion of Azeroth, Lord Kazzak participated it, being summoned by Kel'Thuzad near Dalaran, coming right after Mannoroth. Following the defeat of the Burning Legion at the end of the Third War, the remaining enemy forces, led by the colossal demon Lord Kazzak, pulled back to the Blasted Lands. In the year 26, a relic of the past had also surfaced, radiating renewed energy. This relic had enabled Lord Kazzak to activate the current Dark Portal, thereby reopening the gateway to the shattered realm of Outland. Once Lord Kazzak passed through back to Outland, he was promoted to Doom Lord Kazzak, commanding the Legion in the broken world. #### Kil'jaeden The Deceiver, Lord Kil'jaeden, was a powerful eredar demon lord and the second in rank of the Burning Legion. While Archimonde led the Legion's armies, Kil'jaeden's was charged with assimilating as many races as possible into the folds of the Burning Legion. He long sought to exact revenge on Velen and his followers for their perceived betrayal, which eventually led him to corrupt the orcs, native inhabitants of the world of Draenor which the draenei had settled upon. The orcs formed the First Horde, slaughtered the draenei and invaded the world of Azeroth, marking the beginning of the First War. Kil'jaeden also created the Lich King and the undead Scourge as a means to weaken Azeroth's defenses in preparation of a future Legion invasion. #### Mannoroth Mannoroth was the barbaric leader of the pit lords when Kil'jaeden recruited them. When Archimonde was placed in command of the pit lords, he recognized Mannoroth's value as a brutal, bloodthirsty fighter and made the pit lord his second-in-command. Mannoroth helped lead the Burning Legion in assaults on countless worlds, and led the first invasion of Azeroth. His ruthlessness and vile cunning made him into one of the favored lieutenants of his masters, Archimonde and Kil'jaeden, the champions of the Burning Legion. He is known as "the Destructor" and "the Flayer". In addition to his martial prowess, Mannoroth was a powerful spellcaster. His magical knowledge and power exceeded even the most gifted night elf sorcerers, including Xavius and Illidan. Of the Highborne, only Queen Azshara proved superior. #### Other Demon Lords Only the Legion knows the full number and names of demon lords that ravage the cosmos. Given the infinite depths of Twisting Nether, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Azrethoc, Sciallax, and Xaraax. \pagebreakNum ### Imp Emerging from the stomach of imp mothers, imps are small, cackling, mischievous demons. Creatures of felfire and trickery considered lowly among demons, they do not pose a large threat alone and are often underestimated due to their singular lack of toughness. However, when in a group they can quickly replace their fallen and overwhelm their opponents, and their real threat is in how difficult it is to kill every single one of them. Their ability to phase shift into Twisting Nether makes this even harder. Not much is known about the imps' background or history, but at least some of them are known to dwell on the planet Xoroth. ***Common Minions.*** Despite their lack of physical strength, imps possess powers and a cleverness that serve warlocks well, and the simplest of the summoning spells a would-be warlock can learn is that of the imp. Before they are imparted to this, the warlock must prove that they have the necessary magical and physical ability. ***Fear of Rainsbows.*** All imps are afraid of rainbows. If an imp sees a rainbow, it regards it with absolute fear, as if affected by the anipathy effect of the *antipathy/sympathy* spell. #### Fel Imp Fel imps are larger and more powerful type of imp. They are easily distinguishable from their cousins by their wings and massive horns. ___ > ## Imp >*Tiny fiend (demon), lawful evil* > ___ > - **Armor Class** 13 > - **Hit Points** 10 (3d4 + 3) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|13 (+1)|16 (+3)|8 (-1)|14 (+2)| >___ > - **Damage Resistances** fire > - **Skills** Deception +4, Sleight of Hand +5, Stealth +5 > - **Senses** darkvision 120 ft., passive Perception 9 > - **Languages** Common, Eredun > - **Challenge** 1/2 (100 XP) > ___ > ### Actions >***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 3) slashing damage. > > ***Fire Bolt.*** *Ranged Spell Attack:* +5 to hit, range 60 ft., one target. *Hit:* 8 (1d8 + 3) fire damage. > > ### Reactions > ***Phase Shift.*** When the imp is subjected to an effect that allows it to make a saving throw to take half damage, it can use its reaction to shift out of phase with the world and automatically succeed. \columnbreak ___ > ## Fel Imp >*Small fiend (demon), lawful evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 17 (3d6 + 6) > - **Speed** 25 ft., fly 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|17 (+3)|14 (+2)|17 (+3)|8 (-1)|14 (+2)| >___ > - **Damage Immunities** fire > - **Skills** Deception +4, Sleight of Hand +5, Stealth +5 > - **Senses** darkvision 120 ft., passive Perception 9 > - **Languages** Common, Eredun > - **Challenge** 2 (450 XP) > ___ > >***Singe Magic (3/Day).*** When the imp hits a target with fel bolt, it can cast *dispel magic* on the creature as a bonus action. Intelligence is its spellcasting ability for it. > > ### Actions >***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage. > > ***Fel Bolt.*** *Ranged Spell Attack:* +5 to hit, range 60 ft., one target. *Hit:* 12 (2d8 + 3) fire damage. This damage ignores resistance, and creatures immune to fire damage are considered resistant. > > ### Reactions > ***Phase Shift.*** When the imp is subjected to an effect that allows it to make a saving throw to take half damage, it can use its reaction to shift out of phase with the world and automatically succeed. [Imp-losion by Jaemin Kim](https://hearthstone.fandom.com/wiki/File:Imp-losion_full.jpg)
\pagebreakNum ### Man'ari Eredar Demonic eredar, described with the term man'ari, are eredar that have been turned into demons by the Burning Legion. 13,000 years ago, the Dark Titan Sargeras bathed the eredar in his fel might, and turned them into demonic members of the Burning Legion. The man'ari now act as some of the most powerful weapons in the Burning Legion's arsenal. Skilled sorcerers in both fel and shadow magics, they are often found in command of contingents of demon forces. When facing eredar of great power, large armies are useless for the most part. Their corruptive powers over mortal souls are such that only the strongest-willed can even stand face to face with them. ***Noble Beginnings.*** Nearly 25,000 years ago, on the planet of Argus, the noble and enigmatic eredar race arose. They are one of the oldest known races in the universe. They were extremely intelligent and had a natural affinity for magic in all of its forms. Using their gifts, they developed a vast and wondrous society in which art, science, magic, and technology were all as one. 13,000 years ago, the dark titan Sargeras, in order to create a great Legion, planned to bolster his ranks by creating demons. He was attracted by the eredar's magical affinity, and he contacted them under the guise of a benevolent being, promising their three leaders, Archimonde, Kil'jaeden, and Velen, vast powers and that he would use his power to transform their race into an even greater one so they may spread his universal union. A troubling vision soon came to Velen, who saw the eredar transformed into unspeakable demons. But despite Velen's misgivings, Archimonde and Kil'jaeden agreed to join Sargeras' Burning Legion, and the eredar were the first sentient race to pledge their allegiance to Sargeras. Knowing that other sentient beings would inevitably join the Legion, the eredar declared that their primary language, Eredun, would be the Legion's common language. Argus became a demon world, and the stronghold of the Burning Legion. With his fellow eredar already becoming corrupted by demonic power, Velen, along with those who would follow him, split from the man'ari — who were, by now, a "twisted demonic reflection of" the original eredar — on Argus with the help of the naaru, renaming themselves the draenei, or "exiled ones" in Eredun. The man'ari continued to call themselves "eredar" under Kil'jaeden and were infuriated with what they perceived as a betrayal. ***Befouled Name.*** "Man'ari" is an Eredun term that translates to "unnatural beings". It was originally described as a word with no specific translation, use to describe something considered "horrifically wrong, something twisted and unnatural and defiled". "Man'ari" is most often used by the draenei to describe the eredar followers of Kil'jaeden and Archimonde, as the draenei believe that these demonic minions are no longer recognizable as true eredar. However, some demonic eredar also appear to refer to themselves as "man'ari", and usage of it as a species name to refer to the eredar of the Burning Legion can be considered grammatically correct as Kil'jaeden appropriated the term for his own use, though the man'ari mostly refer to themselves simply as "eredar". The draenei no longer call themselves eredar, likely because the name is mostly associated with the demonic man'ari. ***Demonic Appearance.*** The eredar are bipedal ungulates, physically similar to their original shape, with a few minor differences. The most obvious difference is their skin color; though several man'ari, such as Archimonde and Lady Sacrolash, retain a blue-gray skin color, most have blood-red skin. Their eyes glow fel-green; much like draenei, the glow in an eredar's eyes will fade away when they die. Many male man'ari lack cranial hair, and man'ari females have longer tails than their draenei counterparts. Most significantly, many man'ari tend to be larger than draenei, though few could match Archimonde's height. ***Gifted Leaders.*** Man'ari eredar are absolutely corrupt and unimaginably powerful. Their chaos magics have burnt out whole worlds and annihilated countless species over the aeons. Kil'jaeden taught the orcs the secrets of warlock magics, but the orcs could never master the powers of entropy and destruction as well as the wicked eredar. Under Archimonde's command, the eredar serve as the Legion's tacticians and strategists. Eredar will often spend time away from direct battle lines, guiding the Legion forces and hurling fel flames upon their enemies from afar. However, one should not be fooled to think man'ari eredar are mere spellcasters, their demonic gifts have granted them increased strength as well, and they can wield weapons almost as deadly as their magic. #### Eredar Brute Eredar brutes are a sub-type of eredar who undergo a ritual that twists their bodies into an even more brutal form. They are some of the eredar's greatest warriors. Khazaduum was the first of them, created when the eredar first joined the Burning Legion. A most faithful servant of the Legion, Khazaduum volunteered to undergo an experimental transformation to become the first of his kind, a horrific transformation granting him strength unlike any known to the eredar at the time. His arrival was the end of the battle against the future draenei during their exile. #### Wrathguard The demonic wrathguard are members of the man'ari eredar species loyal to the Burning Legion. Cunning and precise, the wrathguard often protect the Legion's leaders as honor guard. Their skill in battle should never be underestimated. Unlike their usual, spellcasting brethren, wrathguard are elite front-line troops, and they are often seen wielding two weapons with equal measure. They have long tails, digitigrade legs, a double set of horns, and a formidable suit of armor. The key to binding a wrathguard is ironically reducing the number of runic symbols used in the summoning circle. Wrathguard are highly resistant to charms and compulsions, but readily respond to basic expressions of strength. \pagebreakNum [Prince Malchezaar Hearthstone Card by Grace Liu](https://www.artstation.com/artwork/3e2m2)
___ ___ > ## Man'ari Eredar >*Large fiend (demon), lawful evil* > ___ > - **Armor Class** 10 (17 with *demon skin*) > - **Hit Points** 187 (193 with *demon skin*) (25d10 + 50) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|11 (+0)|15 (+2)|19 (+4)|12 (+1)|17 (+3)| >___ > - **Saving Throws** Con +6, Int +7, Cha +5 > - **Skills** Arcana +8, Deception +7, History +8, Perception +5 > - **Damage Resistances** fire, necrotic > - **Senses** darkvision 120 ft. (including magical darkness), passive Perception 15 > - **Languages** Common, Eredun > - **Challenge** 13 (10,000 XP) > ___ > ***Innate Spellcasting.*** Man'ari eredar's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no material components: >
At will: *demon skin* (as 6th-level spell), *detect magic*, *disguise self* >
1/day each: *disintegrate, feeblemind, fire storm* > >***Magic Resistance.*** The eredar has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** The eredar's weapon attacks are magical. > > ***Spellcasting.*** The eredar is 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: > >
Cantrips (at will): *diabolism, fel flame, fire bolt, mage hand, sapping sting, shadow bolt* >
1st-5th level (4 5th-level slots): *bane, banishment, counterspell, crown of madness, darkness, dimension door, dispel magic, enervation, fly, hellish rebuke, rain of fire, sleep* > > ### Actions >***Multiattack.*** The eredar makes two attacks with its longsword. It can replace one of those attacks with felclaws attack. > > ***Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands to make melee attack. > > ***Felclaws.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage and 11 (2d10) fire damage. If the target is a Medium or smaller creature, the creature is grappled (escape DC 15). Until the grapple ends, the eredar can't use this claw on another target. The eredar has two claws. > > ### Legendary Actions > The eredar 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 eredar regains spent legendary actions at the start of its turns. > > ***Longsword.*** The eredar makes a longsword attack. > > ***Command Ally.*** The eredar targets one ally it can see within 30 feet of it. If the target can see and hear the eredar, the target can make one weapon attack as a reaction and gains advantage on the attack roll. > > ***Cantrip (Costs 2 Actions).*** The eredar casts a cantrip.
\pagebreakNum ___ > ## Eredar Brute >*Huge fiend (demon), lawful evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 168 (16d12 + 64) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|14 (+2)|18 (+4)|14 (+2)|12 (+1)|11 (+0)| >___ > - **Saving Throws** Str +11, Con +6 > - **Skills** Athletics +11, Intimidation +5, Perception +5 > - **Damage Resistances** fire, necrotic > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** Common, Eredun > - **Challenge** 11 (5,900 XP) > ___ > >***Magic Weapons.*** The eredar's weapon attacks are magical. > >***Reckless.*** At the start of its turn, the eredar 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. > >***Running Leap.*** The eredar's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. > > ### Actions >***Multiattack.*** The eredar makes three attacks: two with its felclaws and one with its hoof. > > ***Felclaws.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage and 11 (2d10) fire damage. If the target is a Medium or smaller creature, the creature is grappled (escape DC 19). Until the grapple ends, the eredar can't use this claw on another target. The eredar has two claws. > >***Hoof.*** *Melee Weapon attack:* +11 to hit, reach 5 ft., one target. *Hit:* 18 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. > >***Dread Crush (Recharge 5-6).*** The eredar jumps to an unoccupied space, or space occupied only by Medium of smaller creatures, within 40 feet of it. Each creature where the eredar lands, or within 10 feet of the space where it lands, must make a DC 19 Dexterity saving throw or take 3d10 bludgeoning damage and 1d10 fire damage and be knocked prone. On a successful saving throw target takes half the damage and is not knocked prone. \columnbreak [Wrathguard by Sojin Hwang](https://hearthstone.fandom.com/wiki/File:Wrathguard_full.png)
___ > ## Wrathguard >*Large fiend (demon), lawful evil* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 120 (16d10 + 32) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|15 (+2)|16 (+3)|12 (+1)|13 (+1)| >___ > - **Saving Throws** Str +9, Con +6 > - **Skills** Athletics +9, Intimidation +5, Perception +5 > - **Damage Resistances** fire, necrotic > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** Common, Eredun > - **Challenge** 9 (5,000 XP) > ___ > ***Indomitable (2/day).*** The wrathguard rerolls a failed saving throw. > > ***Legion Strike.*** Once on each of its turns when the wrathguard makes a longsword attack, it can make another attack against a different creature that is within 5 feet of both the first creature and the wrathguard. > >***Magic Weapons.*** The wrathguard's weapon attacks are magical. > > ### Actions >***Multiattack.*** The wrathguard makes three attacks with its longsword. > > ***Longsword.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage. > > ### Reactions > ***Parry.*** The wrathguard adds 2 to its AC against one melee attack that would hit it. To do so, the wrathguard must see the attacker and be wielding a melee weapon. \pagebreakNum ### Observer Observers (or floating eyes) are an intelligent race of demons resembling floating eyeball squids. They are originally native to the Great Dark Beyond. Looking through the Twisting Nether, observers have the capability to see through forms of stealth and invisibility. ***Alien Physiology.*** A plated crest covers the observers' forehead and top of the head. Gills are present on both sides of their bodies; below them, ten tentacles hang down. There's also a sphincter on their backside that can be seen contracting when observers fight and dilating when they die. When Observers fall asleep or die, they will fall to the ground. Adult members of the species feature two rows of teeth and seven eyes. Their eyes can shoot magic beams, with different types of magic coming from different eyes. Young observers only have two big teeth and a single eye that can shoot magic. They are also far less aggressive than their adult counterparts. ***Hunger for Magic.*** The observers express a deep desire to bear witness to all forms of magic and are willingly offering their services in exchange for the opportunity to consume new forms of magic. ***Individualistic.*** Some observers have joined the Legion, but nothing suggests that the race is a member of it as a whole. Other individuals, including renegade demons like Culuthas, have gained the allegiance of observers to their own ends. There are also examples of observers that pledged allegiance to no one but themselves, like Xeleth who was worshiped as a god by Zangarmarsh's native creatures. ***Beheld Magic.*** As observer consumes and learns a new forms of magic, it can harness that magic through their eyes. This can lead the observer to gain very varied arsenal of rays, or if they are surrounded by only one type of magic, very focused. A fully grown observer has seven eyes, and each eye can hold a ray variant. It is possible for observer to have one of the ray variants on two or more eyes, especially when they have spent time in environment that does not offer variety of magics. You can select rays randomly or choose beams that fit the environment and personality of the observer. ##### Observer Rays | d12 | Eye Ray | |:---:|:-----------:| | 1 | Arcane Ray: The targeted creature must make a DC 14 Dexterity saving throw or take 23 (5d8) force damage and is pushed 10 feet directly away from the observer. | | 2 | Disintegration Ray: If the target is a creature, it must make a DC 14 Dexterity saving throw or take 27 (6d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without saving throw. If the target is a Hude or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. | | d12 | Eye Ray | |:---:|:-----------:| | 3 | Draining Ray: The targeted creature must make a DC 14 Constitution saving throw or take 18 (4d8) necrotic damage. The observer regains hit points equal to half the amount of necrotic damage the target takes. | | 4 | Fel Ray: The targeted creature must make a DC 14 Dexterity saving throw or take 17 (3d10) fire damage. This ray ignores fire resistance, and creatures immune to fire damage are considered to be resistant. | | 5 | Fire Ray: The targeted creature must make a DC 14 Dexterity saving throw, taking 17 (3d10) fire damage and the creature catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. | | 6 | Frost Ray: The targeted creature must make a DC 14 Dexterity saving throw or take 18 (4d8) cold damage and have their movement speed reduced to half. | | 7 | Mind Ray: The targeted creature must make a DC 14 Wisdom saving throw or take 18 (4d8) psychic damage and and have disadvantage on all attack rolls and ability checks for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | | 8 | Optic Link: The targeted creature must make a DC 14 Dexterity saving throw or take 18 (4d8) necrotic damage, and the observer keeps the ray linked to the creature for 1 minute. The target must repeat the saving throw at the end of its turns. On a success, the effect ends. On failure, the target takes 5 (1d8) necrotic damage. The number of damage dice of this effect increases by 1 for each round this link has been active. | | 9 | Poison Ray: The targeted creature must make a DC 14 Constitution saving throw or take 18 (4d8) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | | 10 | Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | | 11 | Petrification Ray: The targeted creature must make a DC 14 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other. | | 12 | Shadow Ray: The targeted creature must make a DC 14 Wisdom saving throw or take 14 (3d8) necrotic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | \pagebreakNum ___ ___ > ## Observer >*Large fiend (demon), neutral evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 115 (15d10 + 60) > - **Speed** 0 ft., fly 20 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|18 (+4)|17 (+3)|15 (+2)|17 (+3)| >___ > - **Saving Throws** Int +6, Wis +5 > - **Skills** Perception +8 > - **Condition Immunities** prone > - **Senses** darkvision 120 ft., truesight 30 ft., passive Perception 18 > - **Languages** Common, Eredun, Nathrezim > - **Challenge** 8 (3,900 XP) > ___ > > ***Clone Magic.*** The observer can cast *spellsteal* at will as a bonus action, using Intelligence as its spellcasting ability. When it successfully steals a spell, it also regains a number of hit points equal to five times the spell level. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit*: 11 (3d6) piercing damage and 4 (1d6) acid damage. > > ***Tongue Lash.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit*: 6 (1d10) bludgeoning damage and 7 (2d6) acid damage. > > ***Eye Rays.*** The observer shoots three of the predetermined magical eye rays at random, choosing one to three targets it can see within 120 feet of it. [Xol the Unscathed by A. J. Nazzaro](https://hearthstone.fandom.com/wiki/File:Xol_the_Unscathed_full.jpg)
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