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

"I cut you in half because the first of your kind Prime Evil. During the beginning when the concept of good and evil
almost destroyed everything. - Xephalam" did not exist, the first evil was born when the first evil was committed.
Fiends of immense power, these beings of great evil and great Considered to be the very incarnate of evil and malevolence itself,
influence plague the material realm with the possibility of destruction Prime Evils are the firstborne fiends and undoubtedly the most
and domination, sometimes both. These fiends of godlike power has powerful evil the solars have faced.
long since existed and have many times clashed with the solars. Likened to gods, the Prime Evil is the concept of every evil act in the
These beings are the only evil that are capable of standing up to a world that pertains to their domain, be it wrath, greed or similar
solar's divine might. domains. And unlike other forms of evil beings, Prime Evils cannot die
Demon Lords. While demons don't have rulers like the devils, the unless their specific domain is permanently snuffed out, so not even
demon lords are beings who have gained an absurd amount of power the solars can permanently kill them, only destroy their current body
to rule and dominate the lesser demons. While most demon lords are or seal them away.
easily slain by solars, a few of them, such as the demon princes, have The majority of the Prime Evils are currently trapped beneath the
managed to enter a stalemate against the solars. They have enough Empyrean Fields, under the eternal watch of Xephalam.
strength and power to keep themselves from getting slain.
Out of all the major evils to exist in the multiverse, Demon Lords Demon Lords (Out of The Abyss)
are the ones to have fought the Solars the most. Many of them have The Demon Lords are already statted in the Out of the
perished, either by the solar's hands or by other means but a few of Abyss book but I believe that they would be easily wiped
them have survived and these are the ones that have constantly out by the solars in no time flat, so as to equalize and make
plagued the multiverse. them stronger, I've decided to restat them here.
Archdevils. At the top of the hierarchy of the Nine Hells stand the Archdevils (Mordenkainen's Tome of Foes)
archdevils, a vicious and backbiting group made up of Hells' elite and These elite and strong devils fit in this compendium and
strongest devils. They include the various lords, the nobles who owe they also come from the MTOF, revamped to be more
them fealty, and some exiles and outcasts who have fallen out of favor. capable of fighting the solars, more or less.
Favor in the Nine Hells shifts like the wind, and the fortunes of the The General of Gehenna
great and mighty rise and fall at the whims of their betters.
Their power are similar to those of the demon lords and their This guy has no official stats but thankfully we have a
comparison, the demon lords and archdevils.
evilness are just as great. These beings have refused to clash with the Prime Evil
solars for they rely on their wits most of the time but just like the lords
of the Abyss they have clashed with the solars, which always result in These guys are my personal creation. They're supposed to
a devastating loss. But just like the demons, these devils keep their be beings that the super solars (Adithar, Magnus & Taciax)
grudges and they all plot for the day that they permanently slay all the keep in check.
solars. Picture Below
General of Gehenna. At the middle of the demons and devils is a It's a Blizzard Wallpaper
peculiar race of fiends, the yugoloths. These fiends while evil are more
neutral than the chaotic demons and lawful devils. They follow their
own will and will act on their own whim. While it is true that a
yugoloth will follow its will more than anything else, there is one
exception and that is their absolute leader, the General of Gehenna.
The General of Gehenna is the most powerful yugoloth and is
comparable to some of the archdevils and even trumps some of the
demon lords.

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.


Civilization is weakness and savagery is strength in the credo of
Baphomet, the Horned King and the Prince of Beasts. He rules over
minotaurs and others with savage hearts. He is worshiped by those

who want to break the confines of civility and unleash their bestial The region contain ing Baphomet's lair is warped by his magic,
natures, for Baphomet envisions a world without restraint, where creating one or more of lhe following effects:
creatures live out their most savage desires. Plant life within 1 mile of the lair grows thick and forms walls of
Cults devoted to Baphomet use mazes and complex knots as their trees, hedges, and other flora in the form of small mazes.
emblems, creating secret places to indulge themselves, including Beasts within 1 mile of the lair become frightened and disoriented,
labyrinths of the sort their master favors. Bloodstained crowns and as though constantly under threat of being hunted, and might lash
weapons of iron and brass decorate their profane altars. out or panic even whe n no visible threat is nearby
Over time, Baphomet's cultists become tainted by his influence, If a humanoid spends at least 1 hour within I mile of the lair, that
gaining bloodshot eyes and coarse, thickening hair. Small horns creature must succeed on a DC 18 Wisdom saving throw or
evemually sprout from the forehead. In time, a devoted cultist might descend into a madness determined by the Madness of Baphomet
transform entirely into a minotaur- considered the greatest gift of the table. A creature that succeeds on this saving throw can't be
Prince of Beasts. affected by this regional effect again for 24 hours.
Baphomet himself appears as a great, black-furred minotaur, 20 feet
tall with six iron horns. An infernal light burns in his red eyes. if Baphomet dies. these effects fade over the course of ld10 days.
Although filled with bestial bloodlust, there lies within a cruel and
cunning intellect devoted to subverting all or civilizalion. 
Baphomet wields a great glaive called Heartcleaver. He sometimes if a creature goes mad in Baphomet's lair or within line of sight of the
casts this deadly weapon aside so that he can charge his enemies and demon lord, roll on the Madness of Baphomet table to determine the
gore them with his horns, trampling them into the earth and rending nature of the madness, which is a character flaw that lasts until cured.
them with his teeth like a beast. See the Dungeon Master's Guide for more on madness.
 Madness of Baphomet
Baphomer's lair is his palace, the Lyktion, which is on the layer of the d100 Flaw (lasts until cured)
Abyss called the Endless Maze. Nestled within the twisting passages 01- " My anger consumes me. I can't be reasoned with when my
of the plane-wide labyrinth, the Lyktion is immaculately maintained 20 rage has been stoked."
and surrounded by a moat constructed in the fashion of a three- 21- " I degenerate into beastly behavior, seeming more like a
dimensional maze. The palace itself is a towering structure whose 40 wild animal t han a thinking being."
interior is as labyrinthine as the plane on which it resides, populated
by rninotaurs, goristros, and quasits. 41-
"The world is my hunting ground. Others are my prey."
60
 61-
80
"Hate comes easily to me and explodes into rage "
On initiative count 20 (losing initiative ties), Baphomet can take a lair
action to cause one of the following magical effects; he can't use the 81- " I see those who oppose me not as people, but as beasts
same effect two rounds in a row: 00 meant to be preyed upon.''

Baphomet seals one doorway or other entryway within the lair. It is


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

2
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Wizards of the Coast. ©Wizards of the Coast LLC.
 Primal Rage (1/Long Rest). As a bonus action, Baphomet may
enter a seething, violent rage. For one minute, Baphomet has
Huge fiend (demon), chaotic evil
advantage on Strength Checks and Strength Saving Throws and
gains a +3 bonus to attack rolls and damage with melee
Armor Class 23 (natural armor) weapons. In addition, while in Primal Rage, Baphomet can use a
Hit Points 496 (32d12 + 288) bonus action to make a single bite attack.
Speed 50 ft.
Reckless. At the start of his turn, Baphomet can gain advantage
on all melee weapon attack rolls during that turn, but attack
STR DEX CON INT WIS CHA rolls against him have advantage until the start of his next turn.

30 (+10) 14 (+2) 29 (+9) 18 (+4) 24 (+7) 18 (+4) Actions


Multiattack. Baphomet makes three attacks: one with
Saving Throws Dex +10, Con +17, Wis +15 Heartcleaver, one with his bite, and one with his gore attack.
Skills Intimidation +20, Perception +15
Damage Resistances cold, fire, lightning, necrotic Heartcleaver. Melee Weapon Attack: +18 to hit, reach 15 ft., one
Damage Immunities poison; bludgeoning, piercing, and slashing target. Hit: 24 (4d6 + 10) slashing damage.
that is nonmagical Bite. Melee Weapon Attack: + 18 to hit, reach 10ft., one target.
Condition Immunities charmed, exhaustion, frightened, Hit: 19 (2d8 + 10) piercing damage.
poisoned
Senses truesight 120 ft., passive Perception 25 Gore. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Languages all, telepathy 120 ft. Hit: 21 {2d10 + 10) piercing damage.
Challenge 25 (75,000 XP) Frightful Presence. Each creature of Baphomet's choice within
120 feet of him and aware of him must succeed on a DC 19
Aggressive. As a bonus action, Baphomet can move up to his Wisdom saving throw or become frightened for 1 minute. A
speed toward a hostile creature that it can see. frightened creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. These
Charge. If Baphomet moves at least 10 feet straight towards a later saves have disadvantage if Baphomet is within line of sight
target and then hits it with a gore attack on the same turn, the of the creature. If a creature succeeds on any of these saves or
target takes an extra 22 (4d10) piercing damage. If the target is the effect ends on it, the creature is immune to Baphomet's
a creature, it must succeed on a DC 26 Strength saving throw Frightful Presence for the next 24 hours.
or be pushed up to 10 feet away and knocked prone.
Rampage. Baphomet enters a savage rage and makes a melee
Infernal Sense (5/day). As an bonus action, Baphomet can know attack against every creature within 15 feet of him.
the presence of any celestials, fiends, or undead within 120 feet
of him. Within the same radius, he also detects the presence of Reactions
any place or object that has been consecrated or desecrated, for
example with the hallow spell. Treacherous Strike (3/day). If a creature within 5 feet of
Baphomet misses him with a melee attack, he can use his
Innate Spellcasting. Baphomet's spellcasting ability is Charisma reaction to force the attacker to reroll that attack against a
(spell save DC 19). He can innately cast the following spells, creature of his choice that is also within 5 feet of the attacker.
requiring no material components. The ability fails and is wasted if the attacker is immune to being
At will: detect magic, find the path charmed.
3/day each: dispel magic, dominate beast, hunter's mark, maze, Legendary Actions
wall of stone Baphomet can take 3 legendary actions, choosing from the
1/day each: power word stun, teleport options below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. Baphomet
Labyrinthine Recall. Baphomet can perfectly recall any path he regains spent legendary actions at the start of his turn.
has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day). If Baphomet fails a saving throw, Heartcleaver. Baphomet makes a melee attack with Heartcleaver
he can choose to succeed instead. Invoke Rage. Baphomet focuses his gaze on a creature that can
Magic Resistance. Baphomet has advantage on saving throws see him within 60 feet. The creature must succeed on a DC 19
against spells and other magical effects. Charisma saving throw or it must make a melee weapon attack
against any creature within reach. If no creatures are in reach or
Magic Weapons. Baphomet's weapon attacks are magical. the target is immune to being charmed then the creature makes
a melee attack against itself.
Charge (Costs 2 Actions). Baphomet moves up to his speed,
then makes a gore attack.

3
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Wizards of the Coast. ©Wizards of the Coast LLC.

Prince of the Darkened Depths, Lord of the Shadowsea, coming from
the 89th Layer of the Abyss, Dagon is an extremely powerful Obyrith.
An obyrith was a type of demon. It was so ancient it predated mortal
life, and even the gods.
Dagon is one of these ancient beings. Dagon's form is a mixture of
both octopus and fish. Dagon's body has countless tentacles and is
covered in black, rubbery skin that is punctuated with many red,
unblinking eyes. Fish scales shield his flesh, and row upon row of long
fangs jut from his maw. He stands more than 40 feet tall and is
considered one of the most fearsome of the demon lords.
Due to its ancient nature, Dagon has long since existed and has
long since been in the Abyss, creating plots that will one day threaten
the multiverse. This layer was a deep and perpetually dark ocean. It
was the realm of the obyrith Dagon, Prince of the Darkened Depths,
who ruled it from inside an amorphous slimy palace inhabited by giant
sea worms and luminescent gliding creatures. The realm was
connected to the deepest trenches of Gaping Maw, the home of the
prince of demons, Demogorgon.

Dagon's lair is in a place called the Shadowsea, found in the 89th
layer of the Abyss. It is heavily connected to the Gaping Maw, the layer
of the fearsome prince of demons. In this layer, Dagon continues to
create plans that will slowly push the multiverse towards his final goal,
whatever it may be. For Dagon is an Obyrith and its thought process is
too alien and incomprehensible for those of mortal capacity.

On Initiative count 20 (losing initiative ties), Dagon can take a lair
action to cause one of the following effects: Dagon can't use the same
effect two rounds in a row:
Dagon causes one of the many ruined buildings in his lair to crash
and fall down on a 30 foot cube area of his choosing. Each creature
in that area must make a DC 24 Dexterity saving throw. On a failed
save, a creature takes 21 (6d6) bludgeoning damage, knocked
prone and be restrained under the rubble for 1 minute. On a
success, a creature takes no damage, is not knocked prone and not
restrained. A restrained creature can make a DC 20 Strength
(Athletics) to escape the rubble.
Dagon moves the sea's current and each creature of its choice
must make a DC 24 Strength saving throw. On a failed saving
throw, a creature is forcefully moved up to 30 feet away to a
direction of Dagon's choosing and be knocked prone. On a success,
a creature is not moved.

4
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Wizards of the Coast. ©Wizards of the Coast LLC.

 If a creature goes mad in Demogorgon's lair or within line of sight of
Prince of Demons, the Sibilant Beast, and Master of the Spiraling the demon lord, roll on the Madness of Demogorgon table to
Depths, Demogorgon is the embodiment of chaos, madness, and determine the nature of the madness, which is a character flaw that
destruction, seeking to corrupt all that is good and undermine order in lasts until cured. See the Dungeon Master's Guide for more on
the multiverse, to see everything dragged howling into the infinite madness.
depths of the Abyss.
The demon lord is a meld of different forms, with a saurian lower Madness of Demogorgon
body and clawed, webbed feet, as well as suckered tentacles sprouting d100 Flaw (lasts until cured)
from the shoulders of a great apelike torso, surmounted by two 01- "Someone is plotting to kill me. I need to strike first to stop
hideous simian heads, named Aameul and Hathradiah, both equally 20 them!"
mad. Their gaze brings madness and confusion to any who confront it.
Similarly, the spiraling Y sign of Demogorgon's cult can inspire 21-
"There is only one solution to my problems: kill them all!"
madness in those who contemplate it for too long. All the followers of 40
the Prince of Demons go mad, sooner or later. 41-
"There is more than one mind inside my head."
60

61- "If you don't agree with me, I 'II beat you into submission to
Demogorgon makes his lair in a palace called Abysm, found on a layer 80 get my way."
of the Abyss known as the Gaping Maw. Demogorgon's lair is a place 81- "I can't allow anyone to touch anything that belongs to me.
of madness and duality; the portion of the palace that lies above water 00 They might try to take it away from me!"
takes the form of two serpentine towers, each crowned by a skull-
shaped minaret. There, Demogorgon's heads contemplate the
mysteries of the arcane while arguing about how best to obliterate
their rivals. The bulk of this palace extends deep underwater, in chill
and darkened caverns.

On Initiative count 20 (losing initiative ties), Demogorgon can take a
lair action to cause one of the following effects: Demogorgon can't use
the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which
appears in his own space and lasts until initiative count 20 of the
next round. On his turn, Demogorgon can move the illusory
duplicate a distance equal to his walking speed (no action
required). The first time a creature or object interacts physically
with Demogorgon (for example. hitting him with an attack), there is
a 50 percent chance that it is the illusory duplicate that is being
affected, not Demogorgon himself, in which case the illusion
disappears.
Demogorgon casts the darkness spell four times at its lowest level,
targeting different areas with the spell. Demogorgon doesn't need
to concentrate on the spells, which end on initiative count 20 of the
next round.
Demogorgon releases a powerful aura of madness that affects four
creatures of his choice that he can see. Each creature must
succeed on a DC 25 Wisdom saving throw or be paralyzed until
the next initiative count 20.

The region containing Demogorgon's lair is warped by his magic,
creating one or more of the following effects:
The area within 6 miles of the lair becomes overpopulated with
lizards, poisonous snakes, and other venomous beasts.
Beasts within 1 mile of the lair become violent and crazed-even
creatures that are normally docile.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
creature must succeed on a DC 25 Wisdom saving throw or
descend into a madness determined by the Madness of
Demogorgon table. A creature that succeeds on this saving throw
can't be affected by this regional effect again for 24 hours.
If Demogorgon dies. these effects fade over the course of 1d10
days.

5
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Wizards of the Coast. ©Wizards of the Coast LLC.
 Tentacle. Melee Weapon Attack: +20 to hit, reach 15 ft., one
target. Hit 37 (4d12 + 11) bludgeoning damage plus 9 (2d8)
Huge fiend (demon), chaotic evil
psychic damage and the target is grappled (escape DC 28).
Until this grapple ends, the target is restrained. Demogorgon
Armor Class 24 (natural armor) has 4 tentacles, each of which can grapple one target.
Hit Points 825 (50d12 + 500)
Speed 50 ft., swim 50 ft., climb 35 ft. Gaze. Demogorgon turns his magical gaze toward one creature
that he can see within 120 feet of him. That target must make a
DC 25 Wisdom saving throw. Unless the target is incapacitated,
STR DEX CON INT WIS CHA it can avert its eyes to avoid the gaze to automatically succeed
on the save. If the target does so, it can't see Demogorgon until
32 (+11) 14 (+2) 30 (+10) 20 (+5) 17 (+3) 26 (+8) the start of his next turn. If the target looks at him in the
meantime, it must immediately make the save. If the target fails
Saving Throws Dex +11, Con +19, Wis +12, Cha +17 the save, the target suffers one of the following effects of
Skills Insight +12, Perception +21 Demogorgon's choice or at random:
Damage Resistances cold, fire, lightning 1. Beguiling Gaze. The target is stunned until the start of
Damage Immunities necrotic, poison, psychic: bludgeoning, Demogorgon's next turn or until Demogorgon is no longer
piercing, and slashing that is nonmagical within line of sight.
Condition Immunities charmed, exhaustion, frightened,
poisoned 2. Hypnotic Gaze. The target is charmed by Demogorgon until
Senses truesight 120 ft., passive Perception 22 the start of Demogorgon's next turn. Demogorgon chooses
Languages all, telepathy 120 ft. how the charmed target uses its actions, reactions, and
Challenge 30 (155,000 XP) movement. Because this gaze requires Demogorgon to focus
both heads on the target, he can't use his Maddening Gaze
Fear Aura. Any creature hostile to Demogorgon that starts its legendary action until the start of his next turn.
turn within 20 feet of Demogorgon must make a DC 25 3. Insanity Gaze. The target suffers the effect of the crown of
Wisdom saving throw, unless Demogorgon is incapacitated. On madness spell without making a saving throw. The effect lasts
a failed save, the creature is frightened until the start of its next until the start of Demogorgon's next turn. Demogorgon doesn't
turn. If a creature's saving throw is successful, the creature is need to concentrate on the spell.
immune to Demogorgon's Fear Aura for the next 24 hours.
Rampage (Recharge 4-6). Demogorgon makes two tentacle
Innate Spellcasting. Demogorgon's spellcasting ability is attacks against every creature within reach.
Charisma (spell save DC 25). Demogorgon can innately cast the Mind Split (Recharge 5-6). Each creature of Demogorgon's
following spells, requiring no material components: choice within 120 feet of him and aware of him must succeed
At will: detect magic, major image on a DC 25 Wisdom saving throw as their mind is fractured into
several fragments. On a failed save the target takes 66 (12d10)
3/day each: circle of death, dispel magic, harm, power word psychic damage and is under the effects of the confusion spell
stun, slow, telekinesis for 1 minute. A confused creature can repeat the saving throw
1/day each: feeblemind, project image, time stop, weird at the end of each of its turns, ending the effect on itself on a
success. These later saves have disadvantage if Demogorgon is
Legendary Resistance (3/day). If Demogorgon fails a saving within line of sight of the creature. On a successful save a
throw, he can choose to succeed instead. creature takes half as much psychic damage and isn't confused.
Magic Resistance. Demogorgon has advantage on saving throws If a creature succeeds on any of these saves or the effect ends
against spells and other magical effects. on it, the creature is immune to Demogorgon's Mind Split for
the next 24 hours.
Magic Weapons. Demogorgon's weapon attacks are magical.
When Demogorgon uses any weapon, the weapon deals an Legendary Actions
extra 2d8 psychic damage (included in the attack).
Demogorgon can take 3 legendary actions, choosing from the
Two Heads. Demogorgon has advantage on saving throws options below. Only one legendary action option can be used at
against being blinded, deafened, stunned, and knocked a time and only at the end of another creature's turn.
unconscious. Demogorgon regains spent legendary actions at the start of his
turn.
Actions
Multiattack. Demogorgon makes two Tentacle attacks, two Bite Tail. Melee Weapon Attack: +20 to hit, reach 20 ft., one target.
attacks and one Gaze attack. Hit: 33 (4d10 + 11) bludgeoning damage plus 22 (4d10)
necrotic damage and 9 (2d8) psychic damage.
Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one target Maddening Gaze. Demogorgon uses his Gaze action, and must
grappled by one of Demogorgon's tentacles. Hit: 44 (6d10 + choose either the Beguiling Gaze or the Insanity Gaze effect.
11) piercing damage plus 9 (2d8) psychic damage. If the target
is a creature, it must succeed on a DC 27 Constitution saving Howl of the Abyss (Costs 2 Actions) Demogorgon howls
throw or its hit point maximum is reduced by an amount equal maddeningly and releases a powerful aura of madness around
to the damage taken. This reduction lasts until the target 60 feet of him. Each creature within range must succeed on a
finishes a long rest. The target dies if its hit point maximum is DC 25 Wisdom saving throw, taking 22 (4d10) psychic damage
reduced to 0. and be stunned until the end of their next turn on a failed save
or take half as much damage and not be stunned.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
 
All demons are liars, but Fraz-Urb'luu is the Prince of Deception and If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of
Demon Lord of Illusions. He uses every trick, every ounce of demonic the demon lord, roll on the Madness of Fraz-Urb'luu table to
cunning, to manipulate his enemies - mortal and fiend alike - to do his determine the nature of the madness, which is a character flaw that
will. lasts until cured. See the Dungeon Masters Guide for more on
Fraz-Urb'luu can create dreamlands and mind-bending fantasies madness.
able to deceive the most discerning foes. Once imprisoned for Madness of Fraz-Urb'Luu
centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu d100 Flaw (lasts until cured)
has slowly rebuilt his power in the Abyss. He seeks the pieces of the
legendary staff of power taken from him by those who imprisoned 01- "I never let anyone know the truth about my actions or
him, and commands his servants to do likewise. 20 intentions, even if doing so would be beneficial to me."
The Prince of Deception's true form is like that of a great gargoyle, 21-
"I have intermittent hallucinations and fits of catatonia."
some 12 feet tall, with an extended, muscular neck and a smiling face 40
framed by long, pointed ears and lank, dark hair, and bat-like wings "My mind wanders as I have elaborate fantasies that have no
are furled against his powerful shoulders. He can assume other forms, 41-
bearing on reality. When I return my focus to the world, I
however, from the hideous to the beautiful. 60
have a hard time remembering that it was just a daydream."
Often the demon lord becomes so immersed in playing a role that
he loses himself in it for a time. Many of the cultists of Fraz-Urb'luu 61- "I convince myself that things are true, even in the face of
aren't even aware they serve the Prince of Deception, believing their 80 overwhelming evidence to the contrary."
master is a beneficent being and granter of wishes, some lost god or "My perception of reality doesn't match anyone else's. It
celestial, or even another fiend. 81-
makes me prone to violent delusions that make no sense to
Fraz-Urb'luu wears all these masks and more. He particularly 00
anyone else."
delights in aiding demon-hunters against his demonic adversaries,
driving the hunters to greater and greater atrocities in the name of
their holy cause, only to eventually reveal his true nature and claim
their souls as his own.

Fraz-Urb'luu's lair lies within the Abyssal lair known as Hollow's
Heart, a featureless plain of white dust with few structures on it. The
lair itself is the city of Zoragmelok, a circular fortress surrounded by
adamantine walls topped with razors and hooks. Corkscrew towers
loom above twisted domes and vast amphitheaters, just a few
examples of the impossible architecture thatfills the city.
The challenge rating of Fraz-Urb'luu is 25 (75,000 XP) when he's
encountered in his lair.

On initiative count 20 (losing initiative ties). Fraz-Urb'luu can take a
lair action to cause one of the following effects; he can't use the same
effect two rounds in a row:
Fraz-Urb'luu causes up to 5 doors within the lair to be come walls,
and an equal number of doors to appear on walls where there
previously were none.
Fraz-Urb'luu chooses one humanoid within the lair and instantly
creates a simulacrum of that creature (as if created with the
simulacrum spell). This simulacrum obeys Fraz-Urb'luu·s
commands and is destroyed on the next initiative count 20.
Fraz-Urb'luu creates a wave of anguish. Each creature he can see
within the lair must succeed on a DC 24 Wisdom saving throw or
take 33 (6d10) psychic damage.

The region containing Fraz-Urb'luu's lair is warped by his magic,
creating one or more of the following effects:
Intelligent creatures within 1 mile of the lair frequently see
hallucinations of long-dead friends and comrades that vanish after
only a brief glimpse.
Roads and paths within 6 miles of the lair twist and turn back on
themselves. making navigation in the rea exceedingly difficult.
If a humanoid spends at least 1 hour within 1 mile of the lair. that
rreature must succeed on a DC 24 Wisdom saving throw or
descend into a madness determined by the Madness of Fraz-
Urb'luu table. A creature that succeeds on this saving throw can't
be affected by this regional effect again for 24 hours.
If Fraz-Urb'luu dies. these effects fade over the course of ldl0 days.

7
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Wizards of the Coast. ©Wizards of the Coast LLC.
 Magic Weapons. Fraz·Urb'luu's weapon attacks are magical.
Large fiend(demon), chaotic evil Undetectable. Fraz-Urb'luu can't be targeted by divination magic,
perceived through magical scrying sensors, or detected by
abilities that sense demons or fiends.
Armor Class 20 (natural armor)
Hit Points 500 (40d10 + 280)
Speed 50 ft., fly 50 ft.
Actions
Mutliattack. Fraz-Urb'luu makes three attacks: one with his bite
and two with his fists, and then he can choose to use
STR DEX CON INT WIS CHA transposition.
29 (+9) 12 (+1) 25 (+7) 26 (+8) 24 (+7) 26 (+8) Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 27 (4d8 + 9) piercing damage.
Saving Throws Dex +9, Con +15, Int +16, Wis +15 Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Skills Deception +16, Perception +15, Stealth +9 HitL: 31 (4d10 + 9) bludgeoning damage.
Damage Resistances cold, fire, lightning, necrotic, psychic
Damage Immunities poison; bludgeoning, piercing, and slashing Swap. Fraz-Urb'luu chooses one creature within 120 feet of
that is nonmagical him. That creature must succeed on a DC 24 Charisma saving
Condition Immunities charmed, exhaustion, frightened, throw or Fraz-Urb'luu and the creature swap places.
poisoned Phantom Pain (Recharge 5-6). Fraz-Urb'luu creates life-like
Senses truesight 120 ft., passive Perception 25 illusions that attack each creature of his choice within 60 feet
Languages all, telepathy 120 ft. of him. Each creature within range must succeed on a DC 24
Challenge 25 (75,000 XP) Intelligence saving throw to realize that the illusions are fake.
On a fail, a creature must succeed on a DC 24 Dexterity saving
Aura of Demonic Deception. Any non-demon creature that starts throw, taking 33 (6d10) bludgeoning, piercing, psychic or
its turn within 30 feet of of Fraz-Urb’luu must succeed on a DC slashing (DM's Choice) damage on a failed save. In addition, at
24 Wisdom saving throw, taking 22 (4d10) psychic damage the start of the creature's next turn, they must make another
and all demons appear invisible to the creature on a failed save saving throw.
or take half as much damage and not suffer any other affects.
An effected creature can repeat its saving throw at the end of Reactions
each of its turns ending the effect on itself with a success. The
effect also ends after one minute. If a creature succeeds on any Mirrored Damage. If Fraz-Urb'luu would take damage from a
of these saves or the effect ends on it, the creature is immune creature, he can use a reaction to halve that damage and deal
to Fraz-Urb'luu's Aura of demonic deception for the next 24 the other half to another creature within 30 feet of him. The
hours. creature affected can make a DC 24 Charisma saving throw,
taking no damage on a success and Fraz-Urb'luu takes the full
Controlled Invisibility (5/day) Fraz-Urb'luu can cast invisibility as damage. The damage cannot be dealt to the one who dealt
a bonus action and it does not require concentration. damage towards Fraz-Urb'luu. If there is no other creature other
than the attacker, Fraz-Urb'luu takes the full damage.
Innate Spellcasting. Fraz-Urb'luu's spellcasting ability is Charisma
(spell save DC 24). Fraz-Urb'luu can innately cast the following Legendary Actions
spells. requiring no materia l components: Fraz-Urb'luu can take 3 legendary actions, choosing from the
At will: alter self (can become Medium-sized when changing his options below. Only one legendary action option can be used at
appearance), detect magic, phantasmal force, phantasmal killer a time and only at the end of another creature's turn.
(5th level), major image FrazUrb'luu regains spent legendary actions at the start of his
turn.
3/day each: confusion, dream, fear, mislead, programmed
illusion, seeming Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
1/day each: mirage arcane, modify memory, project image, Hit 35 (4d12 + 9) bludgeoning damage. If the target is a Large
plane shift or smaller creature it is also grappled (escape DC 25). The
grappled target is also restrained. Fraz-Urb'luu can grapple only
Inscrutable. Fraz-Urb'luu is immune to any effect that would one creature with his tail at a time.
sense its emotions or read its thoughts, as well as any divination
spell that it refuses. Wisdom (Insight) checks made to ascertain Phantasmal Killer (Costs 2 Actions). Fraz-Urb'luu casts
Fraz-Urb'luu's intentions or sincerity are made with phantasmal killer, no concentration required.
disadvantage. Teleport (Costs 3 Actions). Fraz-Urb'luu magically teleports,
Legendary Resistance (3/Day). If Fraz-Urb'luu fails a saving throw, along with any equipment he is wearing or carrying, up to 60
he can choose to succeed instead. feet to an unoccupied space he can see.
Magic Resistance. Fraz-Urb"luu has advantage on saving throws
against spells and other magiCal effects.

8
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If Graz'zt dies. these effects fade over the course of ldlO days.


The appearance of the Dark Prince is a warning that not all beautiful
things are good. Standing nearly nine feet tall, Graz'zt strikes the If a creature goes mad in Graz'zt's lair or within line of sight of the
perfect figure of untamed desire, every plane and curve of his body, demon lord, roll on the Madness of Graz'zt table to determine the
every glance of his burning eyes, promising a mixture of pleasure and nature of the madness, which is a character flaw that lasts until cured.
pain. See the Dungeon Master's Guide for more on madness.
A subtle wrongness pervades his beauty, from the cruel cast of his
features to the six fingers on each hand and six toes on each foot. Madness of Graz'zt
Graz'zt can also transform himself at will, appearing in any humanoid d100 Flaw (lasts until cured)
form that pleases him, or his onlookers, all equally tempting in their 01- "There is nothing in the world more important than me and
own ways. Graz'zt surrounds himself with the finest of things and the 20 my desires."
most attractive of servants, and he adorns himself in silks and leathers
both striking and disturbing in their workmanship. 21- "Anyone who doesn't do exactly what I say doesn't deserve
His lair, and those of his cultists, are pleasure' palaces where 40 to live."
nothing is forbidden, save moderation or kindness. The dark Prince of 41- "Mine is the path of redemption. Anyone who says
Pleasure considers restriction the only sin. and takes what he wants. 60 otherwise is intentionally misleading you."
Cults devoted to him are secret societies of indulgence, often using "I will not rest until I have made someone else mine, and
their debauchery to subjugate others through blackmail, addiction, 61-
doing so is more important to me than my own life-or the
and manipulation. They frequently wear alabaster masks with ecstatic 80
lives of others."
expressions and ostematious dress and body ornamentation to their
secret assignations. 81- "My own pleasure is of paramount importance. Everything
Although he prefers charm and subtle manipulation, Graz'zt is 90 else, including social graces, is a triviality."
capable of terrible violence when provoked. He wields the greatsword "Anything that can bring me happiness shou1d be enjoyed
Angdrelve, the Wave of Sorrow, its wavy, razor-edged blade dripping 91-
00
immediately. There is no point to saving anything
acid at his command. pleasurable for later."


Graz'zt's principal lair is his Argent Palace, a grandiose structure in
the city of Zelatar, found within his Abyssal domain of Azzatar.
Graz'zt's maddening influence radiates outward in a tangible ripple,
warping reality around him. Given enough time in a single location,
Graz'zt can twist it with his madness. Graz'zfs lair is a den of
ostentation and hedonism. It is adorned with finery and decorations
so decadent that even the wealthiest of mortals would blush at the
excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are
forced to slake Graz'zt's thirst for pageantry and pleasure.

On initiative count 20 (losing initiative ties). Graz'zt can take a lair
action to cause one of the following effects; he can't use the same
effect two rounds in a row:
Graz'zt casts the command spell on every creature of his choice in
the lair. He needn't see each one, but he must be aware that an
individual is in the lair to target that creature. He issues the same
command to all the targets.
Smooth surfaces within the lair become as reflective as a polished
mirror. Until a different lair action is used, creatures within the lair
have disadvamage on Dexterity (Stealth) checks made to hide and
Graz'zt gains a +10 bonus to his passive perception and a +5 to his
perception check.
Graz'zt manipulates the area where he is standing and he enters it
even if it is made out of a solid material. Graz'zt reappears 60 feet
from where he was. Once Graz'zt reappears, his next multiattack
is made with advantage.

The region containing Graz'zt's lair is warped by his magic, creating
one or more of the following effects:
Flat surfaces within 1 mile of the lair that are made of stone or
metal become highly reflective, as though polished to a shine.
These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into frequent conflicts
and coupling, mirroring the behavior that occurs during their
mating seasons.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
creature must succeed on a DC 25 Wisdom saving throw or
descend into a madness determined by the Madness of Graz'zt
table. A creature that succeeds on this saving throw can't be
affected by this regional effect again for 24 hours.

9
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Wizards of the Coast. ©Wizards of the Coast LLC.
 Legendary Resistance (3/Day). If Graz'zt fails a saving throw, he
can choose to succeed instead.
Large fiend (demon, shapechanger), chaotic evil
Shapechanger. Graz'zt can use his action to polymorph into a
Armor Class 22 (natural armor) form that resembles a Medium humanoid, or back into his true
Hit Points 550 (44d10 + 308) form . Aside from his size, his statistics are the same in each
Speed 50 ft. form. Any equipment he is wearing or carrying isn't
transformed.
Magic Resistance. Graz'zt has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magiCal effects.
24 (+7) 18 (+4) 24 (+7) 23 (+6) 21 (+5) 28 (+9) Magic Weapons. Graz'zt's weapon attacks are magical.

Saving Throws Dex +12, Con +15, Int +14, Wis +13 Actions
Skills Deception +13, Insight +13, Perception +13, Persuasion Multiattack. Graz'zt makes two attacks with Angdrelve.
+25
Damage Resistances cold, fire, lightning, necrotic, psychic Angdrelve (Greatsword). Melee Weapon Attack: +15 to hit, reach
Damage Immunities acid, poison; bludgeoning, piercing, and 10 ft., one target. Hit 21 (4d6 + 7) slashing damage plus 14
slashing that is nonmagical (4d6) acid damage.
Condition Immunities charmed, exhaustion, frightened, Teleport. Graz'zt magically teleports, along with any equipment
poisoned he is wearing or carrying, up to 120 feet to an unoccupied
Senses truesight 120 ft., passive Perception 23 space he can see.
Languages all, telepathy 120 ft.
Challenge 27 (105,000 XP) Acidball (Recharge 5-6). Graz'zt creates a condensed ball of acid
and throws it on a 20-foot-radius sphere centered on a point he
Angdrelve, 'Wave of Sorrow'. The sword has 10 charges, and any can see within 120 feet of him. Each creature within that area
of its properties that require a saving throw have a save DC of must succeed on a DC 25 Dexterity saving throw, taking 63
18. While holding it, Graz'zt can use an action to spend 1 or (18d6) acid damage and take 7 (2d6) at the start of their turn
more charge to cast one of the following spells from it: for 1 minute on a failed save, or take half as damage and not
disintegrate (3 charges), melf's acid arrow - 9th level (2 take damage at the start of their turn on a succesful one. A
charges), mirror image (1 charge). The sword regains 1d6 + 4 creature can take an action to try and remove the acid by
charges daily at dawn. making the saving throw again, ending the effect on themselves
on a success.
While Graz'zt is attuned to Angdrelve he can take an action,
using 1 charge, to release acid in a 30-foot line that is 5 feet Reactions
wide. Each creature in that line must succeed on a DC 18 Parry. Graz'zt prepares to defend himself adding +4 to his AC
Dexterity saving throw, taking 33 (6d10) acid damage on a against an attack that would hit him.
failed save, or half as much damage on a successful one. In
addition, Graz'zt can take a bonus action to summon Angdrelve Legendary Actions
to his hand. Graz'zt can take 3 legendary actions, choosing from the options
Innate Spellcasting. Graz'zt's spellcasting ability is Charisma below. Only one legendary action option can be used at a time
(spell save DC 25). He can innately cast the following spells, and only at the end of another creature's turn. Graz'zt regains
requiring no material components: spent legendary actions at the start of his turn.
At will: charm person, crown of madness, detect magic, dispel Attack. Graz'zt attacks once with Angdrelve.
magic, dissonant whispers (3rd level)
Dance, My Puppet! One creature charmed by Graz'zt that Graz'zt
3/day each: blight, counterspell, darkness, dominate monster, can see must use its reaction to move up to its speed as Graz'zt
dominate person, harm, sonctuary, telekinesis, teleport directs.
1/day each: imprisonment (slumber), greater invisibility, power Sow Discord. Graz'zt casts crown of madness or dissonant
word pain whispers.
Teleport. Graz'zt uses his Teleport action.

10
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 
Called the Faceless Lord and the Oozing Hunger in ancient grimoires, If a creature goes mad in Juiblex's lair or within line of sight of the
Juiblex is demon lord of slime and ooze, a noxious creature that demon lord, roll on the Madness of Juiblex table to determine the
doesn't care about the plots and schemes of others of its kind. It exists nature of the madness, which is a character flaw that lasts until cured.
only to consume, digesting and transforming living matter into more See the Dungeon Master's Guide for more on madness.
of itself. Madness of Juiblex
A true horror, Juiblex is a mass of bubbling slime, swirling black and d100 Flaw (lasts until cured)
green, with glaring red eyes floating and shifting within it. It can rise
up like a 20-foot hill, lashing out with dripping pseudopods to drag 01-
"I must consume everything I can!"
victims into its bulk. Those consumed by juiblex are obliterated. 20
Only the truly insane worship juiblex and tend to its slimes and 21-
"I refuse to part with any of my possessions."
oozes. Those who offer themselves up to the demon lord are engulfed 40
by it and become vaguely humanoid, sentient oozes. The bodies of 41- "I'll do everything I can to get others to eat and drink beyond
these former flesh-and-blood creatures form Juiblex's extended 60 their normal limits."
physical body, while the demon lord slowly digests and savors their
identities over time. 61-
"I must possess as many material goods as I can."
80
 81- "My personality is irrelevant. I am defined by what I
Juiblex's principal lair is known as the SLime Pits, a realm which 00 consume."
Juiblex shares with Zuggtmoy. This layer of the Abyss, which is also
known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its
landscape is covered in vast expanses of caustic and unintelligent
slimes, and strange organic forms rise from the oceans of molds and
oozes at Juiblex's command.

On initiative count 20 (losing initiative ties). Juiblex can take a lair
action to cause one of the following effects; it can't use the same effect
two rounds in a row:
Juiblex slimes a square area of ground it can see within the lair.
The area can be up to 10 feet on a side. The slime lasts for 1 hour
or until it is burned away with fire. When the slime appears, each
creature in that area must succeed on a DC 21 Strength saving
throw or become restrained. When a creature enters the area for
the first time on a turn or ends its turn there, that creature must
make the same saving throw. A restrained creature is stuck as long
as it remains in the slimy area or until it breaks free. The
restrained creature, or another creature who can reach it, can use
its action to try to break free and must succeed on a DC 21
Strength check. If the slime is set on fire, it burns away after 1
round. Any creature that starts its turn in the burning slime takes
22 (4dl0) fire damage.
Juiblex slimes a square area of ground it can see within the lair.
The area can be up to 10 feet on a side. The slime lasts for 1 hour
or until it is burned away with fire. When the slime appears, each
creature on it must succeed on a DC 21 Dexterity saving throw or
fall prone and slide 10 feet in a random direction determined by a
d8 roll. When a creature enters the area for the first time on a turn
or ends its turn there, that creature must make the same saving
throw. If the slime is set on fire, it burns away after 1 round. Any
creature that starts its turn in the burning slime takes 22 (4dl0) fire
damage.
A green slime (see the Dungeon Master's Guide) appears on a spot
on the ceiling that Juiblex chooses within the lair. The slime
disintegrates after 1 hour.

The region containing Juiblex's lair is warped by its magic, creating
one or more of the following effects:
Small bodies of water, such as ponds or wells, within 1 mile of the
lair turn highly acidic, corroding any object that touches them.
Surfaces within 6 miles of the lair are frequently covered by a thin
film of slime, which is slick and sticks to anything that rouches it.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
creature must succeed on a DC 18 Wisdom saving throw or
descend into a madness determined by the Madness of Juiblex
table. A creature that succeeds on this saving throw can't be
affected by this regional effect again for 24 hours.
If Juiblex dies, these effects fade over the course of ldlO days.

11
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 Actions
Huge fiend (demon), chaotic evil
Multiattack. Juiblex makes four acid lash attacks.
Armor Class 20 (natural armor) Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Hit Points 478 (33d12 + 264) target. Hit 21 (4d6 + 7) acid damage. Any creature killed by this
Speed 30 ft. attack is drawn into Ju iblex's body, and the corpse is
obliterated after 1 minute. Once a corpse is obliterated Juiblex
heals some of his hit points depending on the creature's size. A
STR DEX CON INT WIS CHA medium size creature will heal him for 10 hit points, a large
creature will heal him for 30 hit points, a huge creature will heal
24 (+7) 10 (+0) 26 (+8) 20 (+5) 20 (+5) 16 (+3) him for 90 hit points and a gargantuan creature will heal him for
270 hit points.
Saving Throws Str +14, Dex +7, Con +15, Wis +12
Skills Perception +12 Tentacle Slam (Recharge 4-6). Juiblex creates a massive tentacle
Damage Resistances cold, fire, lightning from his body and slams down on a 30 feet long and 5 feet
Damage Immunities acid, poison, psychic; bludgeoning, wide line. Each creature in that area must succeed on a DC 22
piercing, and slashing that is nonmagical Dexterity saving throw, taking 35 (10d6) acid damage and take
Condition Immunities blinded, charmed, deafened, exhaustion, 14 (4d6) acid damage at the start of their turns for 1 minute on
frightened, grappled, paralyzed, petrified, poisoned, prone, a failed save, or take half as much damage on a successful one.
restrained, stunned, unconscious A creature can take an action to try and remove the acid by
Senses truesight 120 ft., passive Perception 22 making the saving throw again, ending the effect on themselves
Languages all, telepathy 120 ft. on a success.
Challenge 24 (62,000 XP) Eject Slime (Recharge 5-6). Juiblex spews out a corrosive slime,
targeting one creature that it can see within 60 feet of it. The
Foul. Any creature, other than an ooze, that starts its turn within target must make a DC 22 Dexterity saving throw. On a failure,
10 feet of Juiblex must succeed on a DC 23 Constitution saving the target takes 55 (1Od1O) acid damage. Unless the target
throw or be poisoned until the start of the creature's next turn. avoids taking any of this damage, any metal armor worn by the
target takes a permanent -1 penalty to the AC it offers, and any
Innate Spellcasting. Juiblex's spellcasting ability is Charisma metal weapon it is carrying or wearing takes a permanent -1
(spell save DC 18). He can innately cast the following spells, penalty to damage rolls. The penalty worsens each time a target
requiring no material components: is subjected to this effect. If the penalty on an object drops to -
At will: acid splash (17th level), detect magic 5. the object is destroyed. In addition, if the target succeeds on
their saving throw, the corrosive slime hits a solid ground and a
3/day each: blight, contagion, gaseous form, harm, melf's acid gray ooze appears on Juiblex' turn and acts after his turn, that
arrow (5th level) lasts until it dies.
Legendary Resistance (3/Day). If Juiblex fails a saving throw, it
can choose to succeed instead. Legendary Actions
Magic Resistance. Juiblex has advantage on saving throws Juiblex can take 3 legendary actions, choosing from the options
against spells and other magical effects. below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Juiblex regains
Magic Weapons. Juiblex's weapon attacks are magical. spent legendary actions at the start of its turn.
Regeneration. Juiblex regains 20 hit points at the start of its Acid Splash. Juiblex casts acid splash.
turn. If it takes fire or radiant damage, this trait doesn't function
at the start of its next turn. Juiblex dies only if it starts its turn Attack. Juiblex makes one acid lash attack.
with 0 hit points and doesn't regenerate. Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14
Spider Climb. Juiblex can climb difficult surfaces, including to hit, reach 10 ft., one target. Hit 21 (4d6 + 7) poison damage,
upside down on ceilings, without needing to make an ability and the target is slimed. Until the slime is scraped off with an
check. action, the target is poisoned, and any creature, other than an
ooze, is poisoned while within 10 feet of the target.
Create Slime (Costs 3 Actions). Juiblex ejects a part of his body
towards a point within 60 feet of him. The ejected part
becomes a gray ooze that lasts until it dies. The gray ooze acts
after Juiblex's turn.

12
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 
Lolth is known as the Queen of Spiders or the Queen of the If a creature goes mad in Lolth's lair or within line of sight of the
Demonweb Pits, and the most influential goddess of the drow. demon lord, roll on the Madness of Lolth table to determine the
She drove the drow into heavy infighting under the pretense of nature of the madness, which is a character flaw that lasts until cured.
culling the weak, while her real goals were to hold absolute control See the Dungeon Master's Guide for more on madness.
over the dark elves, prevent the rise of alternative faiths or ideas, and Madness of Lolth
avoid complacency (even though she found amusement in the strife d100 Flaw (lasts until cured)
that plagued her followers' communities). However, in the long run her
influence proved to be an obstacle to the growth and success of the 01-
"I hear skittering everywhere."
drow, preventing them from unifying against common enemies or for 20
a common cause. 21- "Men are below me (if female). Females are the superior
Her sacred animals were arachnids. She considered them valuable 40 race and must be respected (if male)"
enough to kill those who mistreated them. 41-
A monstrous creature, Lolth is a Huge drider with adamantium 60
"Power and Strength is everything one requires."
tipped spider legs capable of piercing the toughest hides and armor.
Most of the drows worship Lolth and follow her will. 61- "The gods have forsaken me. I will do everything and
80 anything in my power to challenge their power."
 81- "I have the right to everything and no one can and will stop
Lolth's principal lair is the Demonweb Pits, also known as Lolth's 90 me."
Web, and originally called the 66th layer of the Abyss. The realm is 91-
"I will punish anyone who dares defy me."
ruled over by Lolth, the primary drow deity, who resides in a huge iron 00
fortress that moves under its mistress's will on spider-like legs. Her
deific consort Selvetarm once lived with her there until he fell before a
wielder of the Crescent Blade. Now every creature who resides in the
Demonweb Pits answers solely to Lolth. The Demonweb Pits was a
huge inverted cone of webbing formed of planar materials and
inhabited by spider fiends, drow petitioners and the Spider Queen
Lolth.

On initiative count 20 (losing initiative ties). Lolth can take a lair
action to cause one of the following effects; she can't use the same
effect two rounds in a row:
Lolth casts the spell web with the exception that she does not need
to concetrate on it and it lasts forever until dismissed or destroyed.
Lolth calls upon the spiders that live in her layer. 7 (1d4 + 5) giant
spiders appear within 300 feet of Lolth. They act after Lolth's
initiative. They remain until they die or Lolth use an action to
dismiss any or all of them.
Lolth summons a wrapped up cocoon and suckles on its nutrients,
healing her for 30 hit points.

The region containing Lolth's lair is warped by her magic, creating
one or more of the following effects:
Giant webs are strewn across everywhere and creatures there
regularly see spiders that stalk them but disappear when they
check to look at them.
Creatures that are not native to the Demonwebs feel naturally
lethargic. After spending 1 hour in the Demonweb, a creature must
make a DC 15 Constitution saving throw, gaining 1 level of
exhaustion on a failed saving throw.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
creature must succeed on a DC 21 Wisdom saving throw or
descend into a madness determined by the Madness of Lolth table.
A creature that succeeds on this saving throw can't be affected by
this regional effect again for 24 hours.
If Lolth dies these effects fade over the course of ldlO days.

13
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 Shapechanger. Lolth can use a bonus action to polymorph into a
Medium female drow, or back into her true self, a Huge
Huge fiend (demon), chaotic evil
monstrous drider. Her statistics, other than her size, are the
same in each form and she reverts to her true form if she falls
Armor Class 22 (natural armor) unconscious. Any equipment she is wearing or carrying is
Hit Points 623 (43d12 + 344) absorbed or borne by her new form (Lolth's choice).
Speed 60 ft., climb 80 ft.
Spider Climb. Lolth can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
STR DEX CON INT WIS CHA Web Sense. While in contact with a web, Lolth knows the exact
28 (+9) 19 (+4) 26 (+8) 24 (+7) 28 (+9) 20 (+5) location of any other creature in contact with the same web.
Web Walker. Lolth ignores movement restrictions caused by
Saving Throws Str +17, Int +16 webbing.
Skills Athletics +17, Deception +13, Perception +17,
Persuasion +13, Stealth +12 Actions
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Multiattack. In her drider form, Lolth makes eight leg attacks.
and slashing that is nonmagical She can replace two of those with a bite attack or two of those
Damage Immunities poison with a shoot web attack.
Condition Immunities charmed, exhaustion, petrified, poisoned
Senses darkvision 120 ft., truesight 120 ft., passive Perception Bite (Drider Form Only). Melee Weapon Attack: +17 to hit, reach
27 15 ft., one target. Hit: 30 (6d6 + 9) piercing damage plus 21
Languages all (6d6) poison damage.
Challenge 28 (120,000 XP) Leg (Drider Form Only). Melee Weapon Attack: +17 to hit, reach
20 ft., one target. Hit: 14 (1d10 + 9) slashing damage.
Deity Casting. Lolth commands significant magical power, and is
a 20th-level spellcaster. Her spellcasting ability is Charisma Shoot Web (Drider Form Only). Ranged Weapon Attack: +12 to
(spell save DC 21, +13 to hit with spell attacks). Lolth can hit, range 30/60 ft., one target. Hit: 10 (1d12 + 4) bludgeoning
innately cast the following spells, requiring no material damage. A creature hit must make a DC 24 Strength saving
components: throw or be restrained for 1 minute. The web has an AC 18, Hit
points of 50 and immunity to psychic and poison damage but
Cantrips (at will): dancing lights, poison spray, thaumaturgy vulnerability to acid and fire damage.
1st level (4 slots): bane, charm person, detect magic, faerie fire, Enweb (Drider Form Only, Recharge 5-6). Lolth spins a web
inflict wounds, sanctuary around a Huge or smaller creature within 5 feet of her. That
2nd level (3 slots): alter self, blur, darkness, enlarge/reduce, creature must make a Strength or Dexterity saving throw
enthrall, hold person, silence, web (target's choice, escape DC 24), becoming restrained and
3rd level (3 slots): bestow curse, blink, conjure animals (spiders paralyzed for 1 minute on a fail, or until the start of their next
only), fear, revivify, vampiric touch turn on a success. A creature loses the paralyzed condition after
4th level (3 slots): arcane eye, banishment, dominate beast, 1 minute but must still take an action to escape the web. The
polymorph web has an AC 18, Hit points of 50 and immunity to psychic
5th level (3 slots): antilife shell, circle of power, destructive and poison damage but vulnerability to acid and fire damage.
wave, geas, reincarnate, scrying, seeming 6th level (2 slot):
arcane gate, circle of death, eyebite, mass suggestion, true Legendary Actions
seeing
7th level (2 slot): forcecage, regenerate, resurrection, teleport Lolth can take 3 legendary actions, choosing from the options
8th level (1 slot): abi-dalzim's horrid wilting, animal shapes below. Only one legendary action option can be used at a time
(spiders only), dominate monster and only at the end of another creature's turn. Lolth regains
9th level (1 slot): astral projection, power word kill spent legendary actions at the start of her turn.
Great Drider. Lolth has 8 legs and two arms in her drider form, Detect. Lolth makes a Wisdom (Perception) check.
each of which can grapple a target.
Grasp. Lolth attempts grapple a creature with one of her under-
Legendary Resistance (3/Day). If Lolth fails a saving throw, she arms.
can choose to succeed instead.
Leg Slice. Lolth makes two leg attacks.
Magic Resistance. Lolth has advantage on saving throws against
spells and other magical effects. Move Lolth moves up to her full speed.

Magic Weapons. Lolth's weapon attacks are magical. Bite. (Costs 2 Actions) Lolth makes a bite attack.
Shoot Web. (Costs 2 Actions) Lolth makes a Shoot web attack.

14
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 
Orcus is the Demon Prince of Undeath, known as the Blood Lord. He If a creature goes mad in Orcus' lair or within line of sight of the
takes some pleasure in the sufferings of the living, but far prefers the demon lord, roll on the Madness of Orcus table to determine the
company and service of the undead. His desire is to see all life nature of the madness, which is a character flaw that lasts until cured.
quenched and the multiverse transformed into a vast necropolis See the Dungeon Master's Guide for more on madness.
populated solely by undead creatures under his command. Madness of Orcus
Orcus rewards those who spread death in his name by granting d100 Flaw (lasts until cured)
them a small portion of his power. The least of these become ghouls
and zombies who serve in his legions, while his favored servants are 01- "I often become withdrawn and moody, dwelling on the
the cultists and necromancers who murder the living and then 20 insufferable state of life."
manipulate the dead, emulating their dread master. Orcus is a bestial 21-
creature of corruption with a diseased, decaying look. He has the 40
"I am compelled to make the weak suffer."
lower torso of a goat, and a humanoid upper body with a corpulent 41- " I have no compunction against tampering with the dead in
belly swollen with rot. Great bat wings sprout from his shoulders, and
his head is like the skull of a goat, the flesh nearly rotted from it. 60 my search to better understand death."
In one hand, he wields the legendary Wand of Orcus, which is 61-
"I want to achieve the everlasting existence of undeath."
described in chapter 7, "Treasure" of the Dungeon Master's Guide. 80
81-
 00
"I am awash in the awareness of life's futility."
Orcus makes his lair in the fortress city of Naratyr, which is on
Thanatos, the layer of the Abyss that he rules. Surrounded by a moat
fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets
often empty for hours at a time. The central castle of bone has interior
walls of flesh and carpets made of woven hair. The city contains
wandering undead, many of which are engaged in continuous battles
with one another.

On initiative count 20 (losing initiative ties). Orcus can take a lair
action to cause one of the following effects; he can't use the same
effect two rounds in a row:
Orcus's voice booms throughout the lair. His utterance causes one
creature of his choice to be subjected to power word kill spell.
Orcus needn't see the creature, but he must be aware that the
individual is in the lair.
Orcus causes up to eight corpses within the lair to rise as
skeletons, zombies, or ghouls. These undead obey his telepathic
commands, which can reach anywhere in the lair.
Orcus causes skeletal arms to rise from an area on the ground in a
40-foot square that he can see. They last until the next initiative
count 20. Each creature in that area when the arms appear must
succeed on a DC 25 Strength saving throw or be restrained until
the arms disappear or until Orcus releases their grasp (no action
required).

The region containing Orcus' lair is warped by his magic, creating one
or more of the following effects:
Dead beasts periodically animate as undead mockeries of their
former selves. Skeletal and zombie versions of local wildlife are
commonly seen in the area.
The air becomes filled with the stench of rotting flesh, and buzzing
flies grow thick within the region, even when there is no carrion to
be found.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
creature must succeed on a DC 25 Wisdom saving throw or
descend into a madness determined by the Madness of Orcus
table. A creature that succeeds on this saving throw can't be
affected by this regional effect again for 24 hours.
If Orcus dies, these effects fade over the course of 1dlO days.

15
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 Wilting Hope. When a healing spell is cast within 60 feet of
Orcus, he can use a reaction to negate that healing. The
Huge fiend (demon), chaotic evil
targeted creature must succeed on a DC 25 Charisma saving
throw or have their spell be wasted on a failed save, or only heal
Armor Class 21 (natural armor), 24 with the Wand of Orcus for half on a successful one.
Hit Points 580 (40d12 + 320)
Speed 50 ft., fly 50 ft. Actions
Multiattack. Orcus makes two Wand of Orcus attacks and one
tail attack.
STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 26 (+8) 20 (+5) 20 (+5) 26 (+8) Wand of Orcus. Melee Weapon Attack: +21 to hit, reach 10 ft.,
one target. Hit 22 (3d8 + 9) bludgeoning damage plus 13
(2d12) necrotic damage.
Saving Throws Dex +11, Con +17, Wis +14
Skills Arcana +14, Perception +14 Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Damage Resistances cold, fire, lightning Hit 22 (3d8 + 9) piercing damage plus 18 (4d8) necrotic
Damage Immunities necrotic, poison; bludgeoning, piercing, and damage.
slashing that is nonmagical Necrotic Slam (Recharge 4-6). Melee Weapon Attack: +21 to hit,
Condition Immunities charmed, exhaustion, frightened, reach 10 ft., one target. Hit 22 (3d8 + 9) bludgeoning damage
poisoned plus 13 (2d12) necrotic damage. If the target is hit, they must
Senses truesight 120 ft., passive Perception 24 succeed on a DC 25 Constitution saving throw, taking an
Languages all, telepathy 120 ft. additional 26 (4d12) necrotic damage and be stunned for 1
Challenge 29 (135,000 XP) minute on a failed save, or take no damage and not be stunned.
A stunned creature can repeat the saving throw at the end of
Wand of Orcus. The wand has 7 charges, and any of its each of its turns, ending the effect on itself on a success.
properties that require a saving throw have a save DC of 18.
While holding it, Orcus can use an action to cast animate dead, Wave of Undeath (Recharge 5-6). Orcus raises up a hand and
blight, or speak with dead. Alternatively, he can expend 1 or releases a powerful wave of undeath around 30 feet of him.
more of the wand's charges to cast one of the following spells Each creature within range must succeed on a DC 25
from it: circle of death (1 charge), finger of death (1 charge), or Constitution saving throw, taking 66 (12d10) necrotic damage,
power word kill (2 charges). The wand regains ld4 + 3 charges or take half as much damage on a success. Humanoid creatures
daily at dawn. While holding the wand, Orcus can use an action that die by this attack reanimate as a zombie on Orcus' turn and
to conjure undead creatures whose combined average hit acts after his turn, that lasts until it dies.
points don't exceed 500. These undead magically rise up from
the ground or otherwise form in unoccupied spaces within 300
Legendary Actions
feet of Orcus and obey his commands until they are destroyed Orcus can take 3 legendary actions, choosing from the options
or until he dismisses them as an action. Once this property of below. Only one legendary action option can be used at a time
the wand is used, the property can't be used again until the next and only at the end of another creature's turn. Orcus regains
dawn. spent legendary actions at the start of its turn.
Innate Spellcasting. Orcus' spellcasting ability is Charisma (spell Tail. Orcus makes a tail attack.
save DC 25). He can innately cast the following spells, requiring
no material components: A Taste of Undeath. Orcus casts chill touch.

At will: chill touch (6d8 damage), detect magic Creeping Death (Costs 2 Actions). Orcus chooses a point on the
ground that he can see within 100 feet of him. A cylinder of
3/day each: animate dead, circle of death, create undead, dispel swirling necrotic energy 60 feet tall and with a 10-foot radius
magic, finger of death, harm rises from that point and lasts until the end of Orcus' next turn.
1/day each: abi-dalzim's horrid wilting, time stop Creatures in that area are vulnerable to necrotic damage.

Legendary Resistance (3/Day). If Orcus fails a saving throw, he Gaze of Doom (Costs 3 Actions). Orcus gazes at a creature
can choose to succeed instead. within 60 feet of him and curses them with doom. That
creature must succeed on a DC 25 Charisma saving throw or
Magic Resistance. Orcus has advantage on saving throws against become vulnerable to any damage he deals that lasts until the
spells and other magical effects. end of Orcus' next turn. In addition, the threshold for any power
Magic Weapons. Orcus' weapon attacks are magical. word spell that Orcus casts on that creature is increased by 100
hit points.
Master of Undeath. When Orcus casts animate dead or create
undead, he chooses the level at which the spell is cast, and the
creatures created by the spells remain under his control
indefinitely. Additionally, he can cast create undead even when
it isn't night.

16
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 
The Scarlet king, the Darkness Below and the Empty Lord, Urdal is If a creature goes mad in Urdal's lair or within line of sight of the
the pure and utter representation of pain through existing that wishes demon lord, roll on the Madness of Urdal table to determine the
to destroy all those that exist and once it succeeds, it will end itself. nature of the madness, which is a character flaw that lasts until cured.
His desire is to destroy everything that exists, so that one day it may See the Dungeon Master's Guide for more on madness.
end itself safe in the knowledge that such agonzing pain no longer Madness of Urdal
exists. d100 Flaw (lasts until cured)
Urdal does not have followers except for psychopathic nihilists that
desire nothing but the destruction and death of others. Urdal's pain, 01-
"I no longer feel pleasure of any kind."
while great, is willingly shared throughout his followers and they gain 20
great power that destroys both their bodies and mind, leaving only an 21- "I am plagued by nightmares of my death and yet... I want
empty husk that wishes to destroy everything around it. 40 them to come."
Appearing as a 9 feet tall humanoid, the Scarlet king wears an 41- " My companions are simply preventing me from my eternal
incredibly dark cloak that covers his whole body with heavy chains 60 death... They must die."
covering the bottom part of his body. On the chest part of his cloak are
7 crimson eyes that he uses to see. The Scarlet King does not bear a 61-
"All my experience and skills are for naught."
face but has a mouth filled with serrated teeth and above his head is 4 80
deer-like antlers. Above his empty face is a black crown with a single 81-
crimson jewel embedded in its center. 00
"I will destroy everything until nothing is left!"


Urdal's lair in the Abyss is called the Kautom, its an empty black
desert filled with ruined castles that signify the meaningless of
existence and his goal of destroying everything until nothing is left. In
this dark and barren lair, destructive demons gather here to constantly
kill each other hoping to become stronger and gain the favor of the
Scarlet King.

On initiative count 20 (losing initiative ties). Urdal can take a lair
action to cause one of the following effects; he can't use the same
effect two rounds in a row:
Urdal causes a tear in space 5 feet in diameter to appear from the
ground at a point he can see within 100 feet of him that lasts until
Urdal uses another lair action. Each creature within 30 feet of the
space must succeed on a DC 23 Strength saving throw or be
pulled towards the tear. A creature that is pulled towards the
center is both knocked prone and restrained until they succeed on
their saving throw. A creature can repeat the saving throw at the
start of their turn, ending the effect on themselves on a success.
Urdal releases a wave of dread and each creature within 60 feet of
him must succeed on a DC 23 taking 11 (2d10) psychic damage
and gain disadvantage in every roll they make at the start of their
next turn that lasts until Urdal uses another lair action.
Urdal enlarges his maw and 2 shadows drip out of it (see monster
manual) that lasts until they die.

The region containing Urdal's lair is warped by his magic, creating
one or more of the following effects:
The shadows of long dead creatures walk around aimlessly within
6 miles. These shadows are simply the remnants of long past dead
creatures. They are not able to interact with any creature and they
do not notice anyone.
Everything feels muted and the realm itself feels like a heavy
burden pushing down upon every living creature within it.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
creature must succeed on a DC 23 Wisdom saving throw or
descend into a madness determined by the Madness of Urdal
table. A creature that succeeds on this saving throw can't be
affected by this regional effect again for 24 hours.
If Urdal dies, these effects fade over the course of 1dlO days.

17
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 Urdal's speed is doubled, he gains a +2 bonus to AC, and has
advantage on Dexterity saving throws.
Large fiend (demon), chaotic evil
Urdal's melee attacks with his shadow blade deal an
additional 13 (3d8) necrotic damage and ignores all forms of
Armor Class 20 (natural armor), 24 with the Black Cloak of the resistance.
Abyss Urdal gains advantage on all dexterity saving throws.
Hit Points 420 (40d10 + 200) Urdal can use his shadow pounce attack.
Speed 50 ft., fly 50 ft.
Shadow Blade. When Urdal casts the shadow blade spell, it
doesn't need concentration. In addition, any damage dealt by
STR DEX CON INT WIS CHA his shadow blade heals him for half the damage dealt. If Urdal is
wielding his shadow blade, his Multiattack changes to 'Urdal
22 (+6) 10 (+0) 20 (+5) 22 (+6) 26 (+8) 24 (+7) makes 4 shadow blade attacks'.

Saving Throws Dex +8, Con +13, Wis +16, Cha +15 Actions
Skills Perception +14
Damage Resistances fire, lightning Multiattack. Urdal makes four claw attacks.
Damage Immunities cold, necrotic, poison; bludgeoning, Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
piercing, and slashing that is nonmagical Hit 13 (2d6 + 6) slashing damage plus 11 (2d10) cold damage.
Condition Immunities charmed, exhaustion, frightened,
poisoned Shadow Blade. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Senses truesight 120 ft., passive Perception 24 one target. Hit 29 (5d8 + 7) psychic damage.
Languages all, telepathy 120 ft. Back to the Shadows (Recharge 5-6). Urdal immediately teleports
Challenge 27 (105,000 XP) to an area with dim light or darkness within 60 feet of him
which leaves an illusonary copy just before he left. This
Black Cloak of the Abyss. While wearing the cloak, Urdal is able illusonary copy looks exactly like Urdal. Creatures can make a
to enter shadows and blend in without being seen. While inside DC 23 Intelligence saving throw against the illusion to notice
a shadow, Urdal is considered invisible but his body cannot be that it is fake.
interacted with or targeted. In addition, while he is inside a
shadow, he can take a bonus action to teleport up to 120 feet Shadow Pounce (Only when in dim light or darkness). Urdal leaps
to another area where dim light, darkness or another shadow is towards a creature. The targeted creature must suceed on a DC
located. If a situation occurs where the shadow he's hiding in 22 Dexterity saving throw, taking 13 (2d6 + 6) slashing damage
disappears, he is pushed 5 feet out of the area. While wearing plus 11 (2d10) cold damage and 11 (2d10) necrotic damage
the cloak, Urdal can use an action to drown a 30 feet area and be knocked prone on a failed saving throw, or take no
around him with complete darkness that lasts for 1 minute and damage and not be knocked prone on a succesful one. If a
cannot be dispelled by anything less than a 6th level light spell. creature fails their saving throw and Urdal is still in dim light or
Once this property of the cloak is used, the property can't be darkness, he can immediately use Shadow Pounce as part of the
used again until the next dawn. action. He can continue doing this as long as he remains in dim
light and darkness in addition to the creature failing their saving
Innate Spellcasting. Urdal's spellcasting ability is Charisma (spell throw.
save DC 23). He can innately cast the following spells, requiring
no material components: Legendary Actions
At will: arms of hadar (5th level), darkness, detect magic, Urdal can take 3 legendary actions, choosing from the options
shadow blade (7th level) below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Urdal regains
3/day each: dispel magic, harm, hunger of hadar, misty step, spent legendary actions at the start of its turn.
shadow of moil
Claw. Urdal makes a claw attack.
1/day each: disintegrate
Shadow Blade. Urdal makes a shadow blade attack.
Legendary Resistance (3/Day). If Urdal fails a saving throw, he can
choose to succeed instead. Shadow Assault (Costs 2 Actions). Shadows appear to pierce a
creature of Urdal's choice within 60 feet of him. That creature
Magic Resistance. Urdal has advantage on saving throws against
must succeed on a DC 23 Dexterity saving throw, taking 31
spells and other magical effects.
(9d6) necrotic damage and be restrained until the end of
Magic Weapons. Urdal's weapon attacks are magical. Urdal's next turn on a failed save, or take half as much damage
but not be restrained on a successful one.
The Darkness Below. If Urdal is within darkness or dim light, he
gains the following bonuses:

18
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 
The Beast of Butchery appears as a great battle-scarred gnoll, If a creature goes mad in Yeenoghu's lair or within line of sight of the
towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are demon lord, roll on the Madness of Yeenoghu table to determine the
made in his twisted image. When the demon lord hunted across the nature of the madness, which is a character flaw that lasts until cured.
Material Plane, packs of hyenas followed in his wake. Those that ate See the Dungeon Master's Guide for more on madness.
of great Yeenoghu's kills became gnolls, emulating their master's Madness of Yeenoghu
ways. Few others worship the Beast of Butchery, but those who do d100 Flaw (lasts until cured)
tend to take on a gnoll-like aspect, hunched over, and filing their teeth
down to points. 01- "I get caught up in the flow of anger, and try to stoke others
Yeenoghu wants nothing more than slaughter and senseless 20 around me into forming an angry mob."
destruction. The gnolls are his instruments, and he drives them to 21-
ever-greater atrocities in his name. Yeenoghu takes pleasure in 40
"The flesh of other intelligent creatures is delicious!"
causing fear before death, and he sows sorrow and despair through 41- "I rail against the laws and customs of civilization,
destroying beloved things. He doesn't parlay; to meet him is to do
battle with him- unless he becomes bored. The Beast of Butchery has 60 attempting to return to a more primitive time."
a long rivalry with Baphomet, the Horned King, and the two demon 61- "I hunger for the deaths of others, and am constantly
lords and their followers attack one another on sight. 80 starting fights in the hope of seeing bloodshed."
The Gnoll Lord is covered in matted fur and taut, leathery hide, his 81- "I keep trophies from the bodies I have slain, turning them
face like a grinning predator's skull. Patchwork armor made of 00 into adornments."
discarded shields and breastplates is lashed onto his body with heavy
chains, decorated by the flayed skins of his foes. He wields a triple-
headed flail called the Butcher, which he can summon into his hand at
will, although he is as likely to tear his prey apart with his bare hands
before ripping out its throat with his teeth.

Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills
and ravines serving as one great hunting ground, where he pursues
captured mortals in a cruel game. Yeenoghu's lair is a place of blood
and death, populated by gnolls, hyenas, and ghouls, and there are few
structures or signs of civilization on his layer of the Abyss.

On initiative count 20 (losing initiative ties). Yeenoghu can take a lair
action to cause one of the following effects; he can't use the same
effect two rounds in a row:
Yeenoghu causes an iron spike 5 feet tall and 1 inch in diameter to
burst from the ground at a point he can see within 100 feet of him.
Any creature in the space where the spike emerges must succeed
on a DC 25 Dexterity saving throw. On a failed save, the creature
takes 36 (8d8) piercing damage and is restrained by being impaled
on the spike. A creature can use an action to remove itself (or a
creature it can reach) from the spike, ending the restrained
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to
move up to its speed and if the gnoll or hyena reaches a creature's
space, they can make a single melee weapon attack as part of the
same reaction.
Until the next initiative count 20, all gnolls and hyenas within the
lair are enraged, causing them to have advantage on melee weapon
attack rolls and causing attack rolls to have advantage against
them. In addition, Yeenoghu gains +1 to his melee weapon attack's
damage rolls for every gnoll and hyena within 100 feet of him.

The region containing Yeenoghu's lair is warped by his magic,
creating one or more of the following effects:
Within 1 mile of the lair, large iron spikes grow out of the ground
and stone surfaces. Yeenoghu impales the bodies of the slain on
these spikes.
Predatory beasts within 6 miles of the lair become unusually
savage, killing far more than what they need for food. Carcasses of
prey a re-left to rot in an unnatural display of wasteful slaughter.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
creature must succeed on a DC 18 Wisdom saving throw or
descend into a madness determined by the Madness of Yeenoghu
table. A creature that succeeds on this saving throw can't be
affected by this regional effect again for 24 hours.
If Yeenoghu dies, these effects fade over the course of ldlO days.

19
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Wizards of the Coast. ©Wizards of the Coast LLC.
 Rampage. When Yeenoghu reduces a creature to 0 hit points
with a melee attack on his turn, Yeenoghu can take a bonus
Huge fiend (demon), chaotic evil
action to move up to half his speed and make two bite attacks.

Armor Class 22 (natural armor) Actions


Hit Points 400 (32d12 + 192) Multiattack. Yeenoghu makes three flail attacks. If an attack hits,
Speed 50 ft., climb 50 ft. he can cause it to create an additional effect of his choice or at
random (each effect can be used only once per Multiattack):
STR DEX CON INT WIS CHA 1. The attack deals an additional 13 (2d12) bludgeoning
29 (+9) 16 (+3) 23 (+6) 15 (+2) 24 (+7) 15 (+2) damage.
2. The target must succeed on a DC 18 Constitution saving
throw or be paralyzed until the start of Yeenoghu's next
Saving Throws Dex +11, Con +14, Wis +14 turn.
Skills Intimidation +14, Perception +14 3. The target must succeed on a DC 18 Wisdom saving throw
Damage Resistances cold, fire, lightning or be affected by the confusion spell until the start
Damage Immunities poison; bludgeoning, piercing, and slashing ofYeenoghu's next tu rn.
that is nonmagical
Condition Immunities charmed, exhaustion, frightened, Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one
poisoned target. Hit 31 (4d10 + 9) piercing damage.
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft. Flail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Challenge 25 (75,000 XP) Hit 22 (2d12 + 9) bludgeoning damage.

Call of Savagery (3/Day). As an action, Yeenoghu calls upon his Reactions


dark descendants and summons 3 (1d4 + 1) gnolls or 4 (1d6 + Grasp. If a creature invokes an opportunity attack from
1) hyenas. Yeenoghu, he can instead make a grapple attack against that
Hunter's Curse. When in combat, as an action, Yeenoghu can creature. If Yeenoghu succeeds, the creature is restrained. While
cast both hex and hunter's mark at the same time without the creature is restrained in this way, Yeenoghu can use a bonus
concentration. action to bite down on the creature dealing 31 (4d10 + 9)
piercing damage.
Innate Spellcasting. Yeenoghu's spellcasting ability is Charisma
(spell save DC 18, +10 to hit with spell attacks) . He can Legendary Actions
innately cast the following spells, requiring no material Yeenoghu can take 3 legendary actions, choosing from the
components: options below. Only one legendary action option can be used at
At will: detect magic, spiritual weapon (8th·level spell, 4d8 + 2 a time and only at the end of another creature's turn. Yeenoghu
force damage on a hit, two attacks using a bonus action, regains spent legendary actions at the start of its turn.
appears as a flail) Charge. Yeenoghu moves up to his speed and can make a single
3/day each: dispel magic, fear, invisibility flail attack against a creature within reach.
1/day each: hex (5th level, does not need concentration), Swat Away. Yeenoghu makes a flail attack. If the attack hits, the
hunter's mark (5th level, does not need concentration) target must succeed on a DC 25 Strength saving throw or be
pushed 15 feet in a straight line away from Yeenoghu. If the
Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, saving throw fails by 5 or more, the target falls prone.
he can choose to succeed instead.
Savage (Costs 2 Actions). Yeenoghu makes a bite attack against
Magic Resistance. Yeenoghu has advantage on saving throws each creature within 10 feet of him.
against spells and other magical effects.
Brutal Ravage (Costs 3 Actions). Yeenoghu makes his full
Magic Weapons. Yeenoghu's weapon attacks are magical. multiattack against one creature of his choice. He cannot split
his attacks against other creatures except the first creature of
his choice.

20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.

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