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100% found this document useful (8 votes)
4K views

TheInfernalTome Normal

Uploaded by

Flavius Stilicho
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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T h e

INFERNAL TOME
Credits
Template Designer: Manos Kourizidis

Art & Design Manager: George Antoniou

Writing Team: Giannis Makris, Lina Anagnostou

Balancing & Mechanics: Alexandros Kiramakis

Text Editor: Michalis Vilaoritis

Marketing: Giannis Makris

Artists: Attila Noelichz, Thomas Müller, Sophie Smith,


Marco Martinez, William Murphy, George Perizidis,
Emily Anderson, David Wilson

Playtesting & Feedback: Anna Papadaki, Dimitris


About Us Katsaris, Vasilis Dimopoulos, Kostas Sotiriou, Eleni
The tale of Belazan began back in October 2023, after over Nikolaidou, Christos Manolis, Sophia Papada, Spiros
15 years of diving deep into the world of TTRPG games. Alexandrou, Thanos Georgiou, Michalis Karagiannis,
We are a small indie team of six people who also happen to Petros Papadimitriou, Michael Davis, Kostas Gonidaris,
be the best of pals. It’s our shared love for TTRPG games Nikos Papadopoulos, Stavros Kouris, Maria Ioannou,
that keeps our creative spirits burning bright. We invest our Antonis Anastasios, Aris Pappas, Panos Vlachos,
hearts and souls in crafting exciting supplements and Andreas Michalopoulos
adventures.

Special Thanks To Our Superbackers


Alex Welford, Christopher Dominguez, Maverick TopGun Sproul, Cory Lenard,
Sammy, Boxy, Rama Toulon, Patrick Baker, Jessy, Skyie Johnson, Eric Clark,
Michael LaCasse, Stephen Clay Baxter, Rob Gallegly, Joseph Nahas, Blake
Filipin, Jessica Jones, Jchawley, Ian Mitchell, James Schott, B. Hale, Rafe Ruegg,
Mark A., Shaun, Thibaut Shaka Mansuy, Alex Karavidis

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution
4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Contents
Credits 3 CHAPTER III: NEW New Subclasses 135
CHARACTER OPTIONS 49 The Infernal Berserker 135
CHAPTER I: NEW SYSTEMS TO New Races 50 The Demonic Domain 136
USE IN HELL 6 The Shadowborn 50 The Stygian Sentinel 137
1. Corruption and Damnation 7 Subrace: Umbraheart 53 The Tortured Mind 138
The Corruption Meter 7 Subrace: Umbralstride 53 The Fiery Crusader 139
Corruption Effects 8 The Nephilim 54 The Soul Thief 141
DM Guidelines for the Corruption The Infernal Gnomes 58 The Soulflame 142
System 9 The Hellforged 62 The Pact of Betrayal 143
Subrace: Obsidianborn 65
2. Sins and Virtues 11 School of Blood Magic 144
Subrace: Cindersoul 65
System Overview 11 New Spells 146
Subrace: Ashenborn 65
Virtues 12 Spell Descriptions 147
The Half-Fiend 66
Sins 14 Subrace: Human Bloodline 69 New Feats 156
Progression and Unlocking New Subrace: Elf Bloodline 69 Infernal Tracker 156
Virtues & Sins 17 Subrace: Dwarf Bloodline 69 Diabolical Guile 156
3. Infernal Contracts 19 The Sanguine Vampires 70 Stygian Stealth 156
Acquiring Infernal Contracts 19 Subrace: Shadowcasters 77 Fiendish Spellcasting 156
Components of an Infernal Subrace: Umbralblades 77 Hellfire Resistance 156
Contract 19 The Hellhounds 78 Demonic Wings 156
Balancing the Choices 19 The Draconic Revenants 82 Abyssal Resistance 157
Tracking and Enforcing Subrace: Draconic Revenant Fiendish Heritage 157
Contracts 19 of the Undying Flame 85 Infernal Lore 157
Resolution and Fallout 20 Subrace: Draconic Revenant Soul Eater 157
Creating an Infernal Contract 20 of the Shadowed Ice 85 Hellish Endurance 157
Examples of Contracts 21 Subrace: Draconic Revenant Malevolent Spellcasting 157
of the Eternal Wisdom 85 Infernal Smith 157
5. Soul Manipulation 24
Collecting Souls 24 New Classes 86 Abyssal Strike 157
Spellcasting with Souls The Puppeteer 86 Infernal Aegis 157
26
Class Features 86 Hellish Parry 157
Artifact Crafting 28
Emotion Lord 91 Eyes of the Damned 157
Soul Exchange and Trading 32
Reality Bender 92 Infernal Resistance 158
The Abyssal Reaver 93 Infernal Blade Mastery 158
CHAPTER II: DM’S GUIDE TO Devilish Teleportation 158
HELL 33 Class Features 93
Diabolic Conjuring 158
1. Tips for Running Hellish Abyssal Berserker 96
Infernal Stamina 158
Campaigns 34 Abyssal Shifter 96
Establish the Tone Hellish Hex 158
34 The Fiendish Alchemist 98 Infernal Spellcasting Focus 158
Moral Ambiguity and Dilemmas 35 Class Features 98 Diabolic Manipulation 158
Personalized Motivations 35 Elixir Mastery 102 Infernal Resilience 158
Unleash the Horrors 36 Research Mastery 102
Uncovering Hidden Lore 37 Explosion Mastery New Backgrounds 159
103
Soulbound Scholar 160
2. Creating Infernal Adventures 39 Mutation Mastery 104
Infernal Artificer 161
Elements of a Great Adventure 39 Poison Mastery 104
Lost Soul 163
Adventure Structure 40 Discoveries 106
Sin Eater 164
Treasure 41 Alchemical Formulae List 114
Hellfire Gladiator 165
The Demon Hunter 115
Pactbound Agent 166
Class Features 115
Tortured Artist 167
Infernal Affinity 119
Cursed Heir 168
Celestial Affinity 120
Infernal Investigator 169
Arcane Affinity 121
Damned Noble 170
The Tormentor 122
Class Features 122
Power of the Mad Pattern 129
Power of the Ancient Chant 132
Boons of the Dead 134
CHAPTER IV: THE INFERNAL Fiends and Fiendish Creatures 205 Demons 244
BESTIARY 171 Torture Fiend 206 Chaos Spawn 245
Malevolent Imps 172 Infernal Furie 207 Voidwalker 246
Pestilent Imp 173 Apostate Fiend 208 Demonic Berserker 247
Blighted Imp 174 Enraged Fiend 209 Whiplasher Demon 248
Imp of Impersonation 175 Lord of Fury 210 Nightmare Demon 249
Ravenous Imp 176 Iceforged Fiend 211 Oghurd 250
Shadows and Specters 177 Hellish Enforcer 212 Wretched Abomination 251
Tormenting Shadow 178 Gourmand Fiend 213 Tentacle Demon 252
Shadowed Fiend 179 Hoardfiend 214 Maelstrom Demon 253
Lamenting Specter 180 Blackened Fiend 215 Hellgate Keeper 254
Wandering Specter 181 Cursed Ones 216 Skorchling 255
Lustful Spirit 182 Hellbound Vampire 217 Blackwing Tormentor 256
Hungry Specter 183 Houndmaster of Ruin 218 Greater Fiends & Devils 257
Mirror Shade 184 Hellhound 218 Pyroclasm Devil 258
Frozen Shadow 185 Cursed Ogre 219 Cacodemonic Brute 259
Damned Soul 186 Otyugh Feaster 220 Harbinger of Ruin 260
Shadow Wraith 187 Corruptive Warden 261
Soul Manipulators 221
Vengeful Phantom 188 Soul Drainer Blightlord 262
222
Wailing Banshee 189 Soul Destroyer Infernal Harpy Queen 263
223
Vengeful Shadow 190 Soul Leech 224 Dukes and Duchesses of Hell 264
Hellish Beasts 191 Soul Collector 225 Valerian, the Blade of Darkness 265
Demonflame Bear 192 Bael, the Demonlord of Flames 267
Cultists and Inquisitors 226
Ice Spider 193 Heretic Scribe 227 Hecate, the Duchess of
Abyssal Cobra 193 Sinister Inquisitor 228 Witchcraft 269
Stygian Wolf 194 Supreme Infernal Inquisitor 229 Morgath, the Lord of Plague 271
Gluttony’s Rat 195 Damned Cultist 230 Archdemons of Hell 273
Assassins and Stalkers 196 Cultist of Asmodeus 231 Malebolge, the Archdemon of
Infernal Assassin 197 Fraud 274
Titans and Giants 232
Sinister Impersonator 198 Belphagor, the Lord of Gluttony 276
Chaos Titan 233
Agent of Asmodeus 199 Mammon, the Archdemon of
Corrupted Titan 234
Demonic Infiltrator 200 Greed 278
Gluttonous Giant 235
Abyssal Stalker 201 Wrathful Overlord, the Furious
Demonic Frost Giant 236 Archdemon
Malevolent Stalker 202 281
Molten Giant 237 Moloch, the Fallen Angel
Ebon Skulker 203 283
Tempters and Seductresses 238 Asmodeus, the Ruler of Hell 285
Hellblade Assassin 204
Abyssal Succubus 239
Swarm of Lust Beetles 240
Vicious Tempter 241
Siren of Deception 242
Twisted Incubus 243
Chapter I: New Systems To Use In Hell

i
n the shadowed depths of infernal Moreover, the notion of infernal pacts and the
realms, where magic crackles with ancient currency of souls introduces a system allowing for
power and the ground bears the scars of morally ambiguous decisions, potentially leading to both
eternal flames, adventurers find themselves corruption and redemption. Players must tread
pitted not just against beings of flesh and fire, carefully, for every agreement comes with its costs, and
but against the very essence of Hell itself. the currency of Hell is not easily earned nor spent
This chapter unveils new systems and without repercussions.
mechanics, crafted to immerse players in the This chapter is crafted not just as a set of guidelines
treacherous landscapes of Hell’s domains. but as an invitation to untold stories, a background
Here, every step is a gamble with fate, every against which tales of courage, despair, and redemption
decision a potential pact with damnation or a step unfold. Whether you are a player seeking to test your
toward salvation. courage against the forces of darkness or a Dungeon
We introduce mechanics that transcend mere Master crafting a narrative of epic proportions, the
survival, embedding the very nature of Hell into the concepts and mechanics presented here offer a rich,
narrative and gameplay. From the hierarchical dynamic framework for adventures in Hell that are as
structures that govern demonic politics to the cursed compelling and complex as the realms themselves.
landscapes that shift and change under the will of their
overlords, these concepts offer a deep, immersive
experience. Players will navigate the complexities of
Hell’s bureaucracy, using their knowledge to gain
advantages or instigate rivalries among demon lords.
Welcome to the inferno, where the only
The environment itself becomes a formidable opponent,
with features that reflect the unpredictable and often
limits are your bravery, your wits, and
hostile nature of Hell—lakes of fire that target the soul,
your willingness to confront the
winds that carry whispers of madness, and paths that darkness both within and around you.
lead deeper into despair rather than offering escape.

NEW SYSTEMS TO USE IN HELL


6
1. Corruption and Damnation
Within the depths of Hell, a malevolent force courses Stage 4: Enveloping Darkness
through the very essence of its inhabitants. As The character’s corruption becomes increasingly
adventurers venture into the treacherous circles of the evident and challenging to resist. Their moral compass
underworld, they are exposed to this infernal influence, may waver, and the dark powers they possess grow
which can slowly corrupt their souls. We introduce a stronger, demanding greater sacrifices in return for
unique corruption mechanic designed to track the their use.
characters’ exposure to the taint of Hell, granting them
dark powers while simultaneously putting their Stage 5: Abyssal Convergence
alignment and sanity at risk. At this final stage, the character teeters on the brink of
damnation. Their corruption is almost complete, with
the infernal energies merging seamlessly with their
The Corruption Meter essence. They have become a conduit for the very
The Corruption Meter is a pivotal aspect of the essence of Hell, wielding dark power but risking losing
corruption mechanic. This meter serves as a tangible their identity and soul.
representation of a character’s increasing exposure to
the infernal energies and tracks their descent into
corruption. Let us delve into the stages of the Increasing Corruption
Corruption Meter and explore the methods by which it
The Corruption Meter can be increased through various
can be increased or decreased.
means, primarily tied to the character’s interactions
with Hell and its denizens. Here are some examples of
how corruption can be heightened:
Stages of Corruption
The Corruption Meter consists of five stages, each Exposure to Infernal Entities
representing a different level of corruption. These Interacting with demons, devils, or other denizens of
stages are designed to reflect the gradual progression of Hell can expose the character to their corrupting
the character’s corruption, showcasing the increasing influence. Direct communication, bargaining, or forming
influence of Hell over their soul. The number of stages pacts with these entities can accelerate corruption.
may vary based on the desired depth of corruption
within your campaign, but a common structure could Dark Deeds
include the following stages: Committing morally ambiguous or outright evil acts,
such as torture, betrayal, or wanton destruction, can
contribute to the character’s corruption. Engaging in
Stage 1: Tainted Shadows acts aligned with the values of Hell can hasten their
The character begins to feel the first subtle whispers of descent.
the infernal influence. Their actions and choices may
start to exhibit slight hints of darkness, though the Unearthly Artifacts
corruption remains relatively mild at this stage. Discovering and wielding artifacts infused with infernal
power can expose characters to a concentrated dose of
Stage 2: Lingering Malevolence corruption. The allure of such artifacts may tempt them
into utilizing their dark capabilities.
The character’s exposure to the infernal taint deepens,
and its influence becomes more pronounced. Their
abilities may start to manifest glimpses of dark power,
Decreasing Corruption
granting them new options while sowing the seeds of While corruption typically tends to rise, characters may
moral conflict. seek redemption or actively work to resist the infernal
taint. Here are some ways in which corruption can be
decreased:
Stage 3: Veiled Corruption
The character finds themselves straddling the line Acts of Virtue
between their original virtues and the allure of their Performing selfless acts, demonstrating compassion,
newfound dark abilities. The infernal corruption and upholding moral values aligned with good can
permeates their actions, altering their perception and gradually diminish corruption. These acts of virtue
subtly pushing them towards darker choices. symbolize the character’s resistance against the
temptations of Hell.

NEW SYSTEMS TO USE IN HELL


7
Holy Grounds Stage 2: Lingering
Seeking solace within sacred places, such as
consecrated temples or realms of divine influence, can
Malevolence
temporarily shield characters from the corrupting forces As the character’s corruption deepens, the dark powers
of Hell, providing them a respite and an opportunity to bestowed upon them become more pronounced.
regain their purity. Examples of corruption effects at this stage might
include:

Cleansing Rituals Infernal Spellcasting: The character gains access to


Characters may undertake quests or rituals specifically a limited repertoire of infernal spells, allowing them
designed to cleanse their souls of corruption. These to harness and channel the destructive energies of
quests could involve recovering sacred relics, seeking Hell.
guidance from wise spiritual figures, or undergoing Dark Pact: The character can form a pact with a
trials that test their resolve. specific demon or devil, gaining a dark patron who
bestows additional powers and abilities, albeit with
potential strings attached.
Maleficent Presence: The character’s mere presence
Corruption Effects exudes an aura that unnerves and disturbs those
As characters progress through the stages of the around them, potentially imposing penalties on the
Corruption Meter, they unlock increasingly potent dark rolls and morale of nearby enemies.
powers while facing the risk of losing alignment and
sanity. Let us delve into the corruption effects
associated with each stage, highlighting the benefits and Stage 3: Veiled Corruption
drawbacks that come with embracing the infernal taint.
At this stage, the character finds themselves teetering
on the edge of their original virtues, their actions tainted
Stage 1: Tainted Shadows by the corrupting forces within. Examples of corruption
effects at this stage might include:
At this stage, the character begins to experience the
initial effects of corruption. The powers granted by their Infernal Transformation: The character undergoes a
growing connection to Hell are relatively subtle. physical alteration, manifesting demonic features or
Examples of corruption effects at this stage might subtle signs of their infernal connection. This
include: transformation may grant them enhanced abilities or
senses.
Minor Infernal Resilience: The character gains Temptation’s Whispers: The character begins to hear
resistance to fire damage or a slight boost to their the enticing whispers of the infernal forces,
saving throws against demonic or fiendish effects. providing them with cunning insights or subtle
Fiendish Insight: The character gains glimpses of suggestions that can aid them but also threaten their
infernal knowledge, such as recognizing demonic alignment.
symbols or detecting hidden evil presence. Soul Syphon: The character can temporarily draw
Sinister Aura: The character’s presence becomes upon the life force of defeated enemies, restoring
tinged with a subtle aura of darkness, evoking their own vitality or replenishing their spellcasting
unease in those sensitive to such energies. abilities.

NEW SYSTEMS TO USE IN HELL


8
Stage 4: Enveloping Darkness Setting the Tone
Establish the tone of the campaign early on,
As the character’s corruption nears completion, their emphasizing the dark and morally complex nature of
alignment and sanity become perilously fragile. Hell. Clearly communicate to your players that
Examples of corruption effects at this stage might corruption will be a central theme, and encourage them
include: to explore the moral dilemmas and internal struggles
Dark Eruption: The character gains the ability to that arise from embracing or resisting the infernal taint.
channel raw infernal power, unleashing devastating
attacks that can decimate their foes but risk
collateral damage or harm to innocent bystanders. Communication and Consent
Damning Influence: The character’s presence exerts Ensure open communication with your players
a subtle influence on those around them, making it regarding the corruption mechanic. Discuss their
easier for them to manipulate or persuade others to comfort levels, boundaries, and expectations regarding
darker deeds. themes of corruption, alignment shifts, and potentially
Soul Shackle: The character can temporarily bind disturbing content. Obtain their consent before delving
the souls of defeated enemies, using them as a into the darker aspects of the campaign.
source of power to enhance their own abilities or
bolster their defenses.

Balancing Corruption
Strike a careful balance between the benefits and
Stage 5: Abyssal Convergence drawbacks of corruption. Assess the power level of
At the final stage of corruption, the character is on the corruption effects at each stage, considering the overall
precipice of damnation, their identity and soul at the balance of encounters and the impact on party
mercy of the infernal powers they have embraced. dynamics. Aim for a sense of progression and challenge
Examples of corruption effects at this stage might while avoiding overwhelming power discrepancies
include: between corrupted and non-corrupted characters.

Infernal Ascension: The character achieves a


grotesque or awe-inspiring transformation,
Alignment and Roleplaying
becoming a vessel of pure infernal power. They gain
access to extraordinary abilities, potentially rivaling Encourage players to explore the internal conflicts and
the might of lesser devils or demons. roleplay the ethical dilemmas associated with
Covenant of Damnation: The character forges an corruption. Discuss alignment shifts and how they can
unbreakable pact with a powerful fiend, becoming an affect character development and interactions with
agent of Hell and gaining dominion over lesser NPCs and party members. Ensure that alignment
infernal entities. This pact grants them immense changes are meaningful and reflect the character’s
power but at the cost of their autonomy and moral evolving moral compass.
compass.
Soul Corruption: The character’s presence alone
corrupts the souls of those around them, turning Temptations and Consequences
once-virtuous individuals into potential minions or Present characters with temptations that can accelerate
allies of the infernal forces. corruption or grant short-term advantages. Incorporate
NPCs or entities within Hell who actively seek to
manipulate and corrupt the characters. Highlight the
DM Guidelines for the potential consequences of succumbing to corruption,
such as strained relationships, loss of reputation, or
Corruption System turning into adversaries for the party.
Implementing the corruption mechanic requires
thoughtful guidance from the Dungeon Master to
ensure an engaging and balanced gameplay experience.
By adhering to the following guidelines as a DM, you
can effectively incorporate the corruption mechanic into
your campaign, creating an immersive and morally
complex experience for your players as they navigate
the treacherous depths of Hell.

NEW SYSTEMS TO USE IN HELL


9
Redemption and Salvation
Provide opportunities for characters to seek redemption
and salvation, should they choose to resist or purge the
infernal taint. Introduce quests, mentors, or holy
artifacts that can aid characters on their journey
towards purity. Design challenges and trials that test
their resolve and offer the chance to reverse or mitigate
the effects of corruption.

Psychological and Roleplaying


Challenges
Include psychological challenges that test the
characters’ sanity as they become more corrupted. Use
roleplaying opportunities to portray the internal
struggles, intrusive thoughts, and haunting visions that
result from their connection to Hell. Ensure that the
narrative acknowledges the toll this corruption takes on
the characters’ mental well-being.

Narrative Integration
Integrate the corruption mechanic into the broader
narrative of your campaign. Explore how the characters’
corruption impacts the unfolding story, the reactions of
NPCs, and the consequences of their actions. Consider
tie-ins with major villains or conflicts within Hell,
creating a sense of personal investment and long-term
consequences.

Customization and Player Agency


Allow players to have agency over their character’s
corruption journey. Provide opportunities for them to
shape the corruption effects, collaborate on the
narrative aspects, and customize their dark powers
within the framework of the corruption mechanic. This
fosters player engagement and investment in their
character’s development.

Evolving Campaign World


Consider how the corruption mechanic might impact
the campaign world beyond the immediate party.
Determine the wider consequences of a character’s
corruption, such as the spreading influence of Hell, the
reactions of religious orders, or the emergence of rival
factions seeking to combat or exploit the growing
corruption.
2. Sins and Virtues
We present a unique system to enhance the exploration The choices made by characters in regard to virtues
of moral virtues and sins. This system allows players to and sins also impact their interactions with the denizens
delve into the depths of their characters’ souls, of Hell. NPCs within the infernal realms may respond
confronting and overcoming their own vices and differently based on a character’s moral alignment and
temptations. By embracing virtues or resisting sins, their commitment to virtues or sins. Some demons or
characters can gain unique abilities or resistances tied devils may be more inclined to bargain or deceive those
to their moral choices. who have succumbed to particular sins, while others
may be more receptive to those who embody virtues.

System Overview In addition to the role-playing and narrative aspects,


the Sins and Virtues system also introduces new
The system of Sins and Virtues provides a framework mechanical options for characters. Players can select
for moral development and character growth, offering a virtues and sins as character traits during character
compelling narrative and mechanical options for creation, providing unique bonuses or abilities from the
players. It encourages introspection and exploration of start. Furthermore, as characters progress, they have
the ethical dimensions of their characters, adding depth the opportunity to unlock additional virtues or sins
and complexity to their role-playing experience. through quests, personal growth, or significant moral
To implement the Sins and Virtues system, players choices made during their journeys.
are presented with a list of virtues and sins tailored to fit
the world of D&D. These virtues encompass qualities Choosing Virtues and Sins
such as Courage, Wisdom, Charity, and Justice, while
the sins embody vices like Greed, Wrath, Envy, and During character creation, players have the opportunity
Lust. Each virtue and sin is accompanied by a to choose one virtue and one sin for their character.
description, outlining its essence and the potential These choices reflect the initial moral compass of the
consequences of embracing or resisting it. character and lay the foundation for their journey
Throughout their adventures, characters could through the infernal realms. The selected virtues and
encounter situations and temptations that challenge sins grant the character an initial benefit related to their
their moral fiber. When faced with a moral dilemma, alignment.
players must make choices that align with either a
virtue or a sin. These choices carry weight and
influence the character’s development,
shaping their abilities, resistances, and the
overall narrative.
By embracing virtues, characters gain
access to unique abilities and powers
that reflect the essence of the chosen
virtue. For example, a character who
embraces the virtue of Courage may
gain bonuses to saving throws
against fear effects, or they may
have the ability to inspire their
allies in times of crisis. Embracing
virtues not only enhances a
character’s capabilities but also
reflects their growth as paragons of
morality.
On the other hand, characters who
don’t resist their sins suffer penalties
and negative effects associated with
those sins. For instance, a character who
doesn’t resist the sin of Greed may have
disadvantage on Wisdom (Perception)
checks made to notice non-treasure-related
details in their surroundings. Resisting sins
showcases a character’s ability to overcome their
darker impulses and maintain their moral compass.

NEW SYSTEMS TO USE IN HELL


Virtues
When choosing a virtue for their character, players have Charity
a range of options to reflect their character’s moral The character embodies selflessness, generosity, and
alignment and desired focus. kindness towards others.
Initial Bonus: +1 bonus to Charisma (Persuasion)
Courage checks when attempting to help others.
The character exhibits bravery and fearlessness in the
face of danger. Advancement Bonuses
Initial Bonus: +1 bonus to saving throws against fear
effects. Healing Touch: The character gains the ability to
cast the Cure Wounds spell once per long rest as a
Advancement Bonuses 1st-level spell without expending a spell slot.
Aura of Compassion: Allies within 10 feet of the
Ability to inspire allies: As an action, the character character gain resistance to necrotic damage.
can inspire allies within 30 feet, granting them a +2 Sacrificial Shield: Once per long rest, as a reaction
bonus to attack rolls or saving throws for 1 minute. when an ally within 5 feet is targeted by an attack,
This ability can be used a number of times equal to the character can interpose themselves, taking the
the character’s proficiency bonus, and it refreshes attack’s damage instead.
after a long rest.
Resistance to Fear: The character gains advantage
on saving throws against fear effects.
Justice
Indomitable Will: Once per long rest, the character The character upholds fairness, righteousness, and
can choose to automatically succeed on a saving moral integrity.
throw against a fear effect. Initial Bonus: +1 bonus to Charisma (Intimidation)
checks when attempting to intimidate wrongdoers.

Wisdom Advancement Bonuses


The character possesses deep insight, perception, and
understanding. Vengeful Strike: The character deals additional
Initial Bonus: +1 bonus to Wisdom saving throws. damage equal to their proficiency bonus when they
hit a creature that has dealt damage to an ally within
Advancement Bonuses the past round.
Divine Judgement: Once per long rest, the character
Keen Senses: The character gains proficiency in the can channel their righteous fury, granting them
Perception skill. advantage on attack rolls and resistance to damage
Intuitive Mind: The character has advantage on for 1 minute.
Insight checks to detect deception or hidden motives. Just Protector: The character gains the ability to cast
Wisdom’s Guidance: Once per long rest, the the Sanctuary spell once per long rest without
character can gain advantage on any Wisdom-based expending a spell slot.
ability check or saving throw.
Temperance
The character displays self-control, moderation, and
restraint.
Initial Bonus: +1 bonus to Constitution saving throws.

Advancement Bonuses

Inner Balance: The character gains advantage on


saving throws against being charmed or frightened.
Steadfast Mind: The character has advantage on
concentration checks to maintain spells.
Resilient Body: The character gains resistance to
poison damage.

NEW SYSTEMS TO USE IN HELL


12
Honesty Humility
The character embodies truthfulness, sincerity, and The character demonstrates modesty, selflessness, and
integrity. a lack of pride.
Initial Bonus: +1 bonus to Wisdom (Insight) checks Initial Bonus: +1 bonus to Wisdom (Insight) checks
when detecting lies. when assessing others’ intentions.

Advancement Bonuses Advancement Bonuses

Aura of Truth: The character emanates an aura of Unassuming Presence: The character has advantage
honesty, granting advantage on Charisma on Dexterity (Stealth) checks made to hide or blend
(Persuasion) checks when telling the truth. into a crowd.
Unwavering Vow: Once per long rest, the character Evasive Maneuvers: The character gains a +1 bonus
can reroll a failed saving throw against a charm or to AC when not wearing heavy armor.
illusion effect. Inner Serenity: Once per long rest, the character can
Just Judge: The character gains the ability to cast the expend hit dice to regain hit points as a bonus action.
Zone of Truth spell once per long rest without
expending a spell slot.
Loyalty
The character displays unwavering allegiance,
Hope trustworthiness, and devotion.
The character embraces optimism, positivity, and Initial Bonus: +1 bonus to Charisma (Persuasion)
resilience. checks when reinforcing bonds of loyalty.
Initial Bonus: +1 bonus to Charisma (Persuasion)
checks when inspiring hope in others. Advancement Bonuses

Advancement Bonuses Shield Ally: As a reaction, the character can


interpose themselves to grant disadvantage on an
Beacon of Hope: The character gains the ability to attack roll against an adjacent ally.
cast the Lesser Restoration spell once per long rest Inspiring Loyalty: The character gains a bonus to
as a 1st-level spell without expending a spell slot. saving throws against being charmed or frightened
Inspiring Presence: Allies within 10 feet of the equal to their proficiency bonus.
character have advantage on saving throws against Unyielding Bond: Once per long rest, the character
being frightened. can transfer damage taken by an adjacent ally to
Radiant Resilience: Once per long rest, the character themselves.
can gain temporary hit points equal to their
Charisma modifier as a bonus action.

Knowledge
The character seeks wisdom, education, and intellectual
pursuits.
Initial Bonus: +1 bonus to Intelligence checks when
recalling information or conducting research.

Advancement Bonuses

Keen Mind: The character gains proficiency in one


Intelligence-based skill of their choice.
Scholar’s Insight: The character can add their
proficiency bonus to Intelligence saving throws
against magical effects.
Lorekeeper: Once per short rest, the character can
gain advantage on a knowledge-based skill check.

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Virtue Trials: Characters can undergo specific trials or
tests that are tailored to their chosen virtue. These
trials can be physical, mental, or spiritual in nature
and require the character to demonstrate their
commitment to the virtue. For example, a character
who chose Temperance may undergo a trial where
they must resist the temptations of indulgence or
excess.

Virtue Interactions: Characters can engage with NPCs


or entities within the game world who embody or
challenge their chosen virtue. Interactions with
virtuous mentors, wise sages, or divine beings can
provide guidance and opportunities for character
growth. Conversely, encounters with characters who
embody vices or temptations can test the character’s
resolve and provide opportunities for moral growth.

Virtue Milestones: Characters can have milestones or


significant moments in their journeys that mark their
progress in embracing their chosen virtue. These
milestones can be tied to character development,
such as gaining a new ability or bonus, or unlocking a
unique story arc related to their chosen virtue.

Embracing Virtues
Embracing Virtues allows players to actively choose a
path of moral righteousness for their characters.
Embracing virtues is an ongoing process that requires
consistent commitment and character development. By
Sins
Sins and their associated drawbacks provide players
actively incorporating these elements into the gameplay,
with opportunities for role-playing inner struggles and
players can create rich and meaningful narratives
character growth. They serve as cautionary elements,
centered around moral choices and the character’s
reminding players of the consequences of indulging in
journey towards moral excellence. Here are some ways
immoral behaviors and encouraging them to make
in which players can accomplish embracing virtues
difficult moral choices throughout their journey through
within the game:
Hell.
Role-playing: Players can embody the chosen virtue
through their character’s actions, dialogue, and Greed
decision-making. They can actively seek opportunities
The character is consumed by an insatiable desire for
to demonstrate courage, wisdom, charity, or any other
wealth and possessions.
virtue they have selected. This can be achieved by
Initial Drawback: The character has disadvantage on
engaging in selfless acts, displaying empathy and
Charisma (Persuasion) checks when interacting with
compassion, making fair and just choices, or
NPCs who value selflessness or generosity.
exhibiting the characteristic traits associated with the
chosen virtue. Advancement Drawbacks
Quests and Challenges: The Dungeon Master can Material Obsession: The character’s movement
design quests and challenges that specifically test the speed is reduced by 10 feet while carrying more than
character’s commitment to their chosen virtue. These their carrying capacity allows.
quests can present moral dilemmas, where the Covetous Distraction: The character has
character must make difficult choices that align with disadvantage on Wisdom (Perception) checks made
their virtue. For example, a character who chose to notice non-treasure-related details in their
Justice may face a situation where they must choose surroundings.
between exacting revenge or offering forgiveness to
an antagonist.

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Wrath Lust
The character is prone to uncontrolled anger and The character is consumed by intense desire and sexual
violent outbursts. obsession.
Initial Drawback: The character has disadvantage on Initial Drawback: The character has disadvantage on
Charisma (Persuasion) checks when attempting to calm Wisdom (Insight) checks made to see through seductive
or negotiate peacefully. or manipulative behavior.

Advancement Drawbacks Advancement Drawbacks

Unbridled Fury: The character has disadvantage on Distraction of Desires: The character has
attack rolls and ability checks for 1 round after being disadvantage on Concentration checks to maintain
hit by an attack. spells when in the presence of an object of desire.
Instability: The character has disadvantage on Vulnerable to Temptation: The character has
Wisdom saving throws to resist being charmed or disadvantage on saving throws against spells or
frightened. effects that induce charm or seduction.

Envy Pride
The character is consumed by jealousy and an The character is excessively arrogant and believes
unhealthy desire for what others possess. themselves to be superior to others.
Initial Drawback: The character has disadvantage on Initial Drawback: The character has disadvantage on
Wisdom (Insight) checks when detecting their own envy Wisdom (Insight) checks made to detect flattery or
or jealousy. insincere compliments.

Advancement Drawbacks Advancement Drawbacks

Resentful Focus: The character has disadvantage on Hubris: The character has disadvantage on ability
attack rolls and ability checks against a target they checks made to cooperate with others in group
are envious of. activities or team efforts.
Self-Destruction: Once per long rest, the character Overconfident Blunder: Once per long rest, the
must succeed on a Wisdom saving throw or be character must succeed on a Charisma saving throw
compelled to sabotage a party member’s success or or suffer a critical failure on their next attack roll or
possession. ability check.

Sloth Gluttony
The character is prone to laziness, procrastination, and The character indulges in excessive consumption of
a lack of initiative. food, drink, or other substances.
Initial Drawback: The character has disadvantage on Initial Drawback: The character has disadvantage on
Dexterity saving throws made to avoid sudden dangers Constitution saving throws against poison or disease
or traps. effects.

Advancement Drawbacks Advancement Drawbacks

Lethargic Reflexes: The character has disadvantage Overindulgence: The character must consume twice
on initiative rolls. the normal amount of rations or suffer one level of
Apathetic Mind: The character has disadvantage on exhaustion per day.
Intelligence, Wisdom, and Charisma saving throws Weighted Burden: The character’s maximum
against spells and effects that require mental acuity. carrying capacity is reduced by 25%.

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Deceit Indulging in Sins
The character habitually lies, deceives, and manipulates
others for personal gain. Indulging in sins presents players with the opportunity
Initial Drawback: The character has disadvantage on to explore the darker aspects of their characters.
Charisma (Persuasion) checks when attempting to However, it is important to balance the allure of sinful
convince others of their trustworthiness. behavior with the inherent drawbacks and
consequences. Here’s a way to incorporate indulging in
Advancement Drawbacks sins into the game mechanics:

Web of Lies: The character has disadvantage on


Wisdom (Insight) checks made to detect lies or Temptation Checks: When a character is faced with a
hidden motives in others. situation that tempts them to indulge in a sin, the
Fractured Trust: The character has disadvantage on player can make a Temptation Check. This check can
Charisma (Intimidation) checks when attempting to be based on a relevant ability score, such as Wisdom
intimidate someone who has witnessed their deceit. or Charisma, modified by the character’s proficiency
bonus. The DC for the check is determined by the
severity of the temptation and the character’s current
moral standing.
Despair
The character is overwhelmed by sadness,
hopelessness, and a lack of motivation. Consequences of Failure: If the player fails the
Initial Drawback: The character has disadvantage on Temptation Check, their character succumbs to the
Charisma (Persuasion) checks when attempting to sin and experiences its associated drawbacks. These
inspire hope or uplift others. drawbacks can range from temporary penalties to
lasting consequences. For example, a character who
Advancement Drawbacks indulges in Greed may suffer a penalty to their
movement speed or find themselves compelled to
Apathetic Aura: Allies within 10 feet of the character steal valuable items.
have disadvantage on saving throws against being
frightened or charmed.
Emotionally Fragile: The character has disadvantage
on Wisdom saving throws against spells or effects
that induce fear or sadness.

Betrayal
The character is inclined to betray allies or break
commitments for personal gain.
Initial Drawback: The character has disadvantage on
Wisdom (Insight) checks when attempting to gauge
someone’s loyalty or intentions.

Advancement Drawbacks

Tarnished Reputation: The character has


disadvantage on Charisma (Persuasion) checks
when dealing with individuals who are aware of their
history of betrayal.
Isolation and Distrust: The character has
disadvantage on Charisma (Persuasion) checks
made to form new alliances or gain trust.
Advancement Drawbacks: As the character repeatedly
indulges in a particular sin, they accumulate
Progression and
advancement drawbacks, as detailed in the previous
response. These drawbacks represent the deepening
Unlocking New
effects of the sin on the character’s personality, Virtues & Sins
abilities, and interactions with the world. They can In the Sins and Virtues system, characters have the
include penalties to checks, saving throws, or other opportunity to progress and unlock new virtues or, in
mechanics that reflect the character’s descent into some cases, fall into new sins. The progression
moral decay. mechanics are designed to reflect the character’s moral
Redemption Opportunities: You may also provide development and the consequences of their choices.
redemption opportunities for characters who have Here’s how progression and unlocking new virtues or
embraced sins. Through quests, encounters, or sins work:
personal growth arcs, characters can have the chance
to redeem themselves and overcome the drawbacks
associated with their sins. These opportunities may
require the character to undertake challenging tasks,
Progression and
make difficult choices, or seek guidance from virtuous Advancement
mentors.
As characters progress through their adventures and
Role-playing and Character Development: Indulging in engage in moral choices, they earn Virtue Points (VP) or
sins should be accompanied by meaningful role- Sin Points (SP) based on their actions and decisions.
playing and character development. Players should These points represent the character’s moral standing
explore the motivations, conflicts, and internal and can be tracked on a Virtue-Sin scale.
struggles of their characters as they yield to sinful Virtue Points (VP): Characters earn VP by embodying
temptations. This can involve engaging in morally virtues, making morally righteous choices, and actively
ambiguous scenarios, interacting with NPCs who resisting sins. VP represents the character’s
embody vices, or navigating complex moral commitment to virtuous behavior and their growth in
dilemmas. moral strength.
Narrative Consequences: Indulging in sins should have Sin Points (SP): Characters earn SP by indulging in
narrative consequences that reflect the character’s sins, making morally questionable decisions, and
moral choices. The world and its inhabitants may succumbing to temptations. SP represents the
respond differently to characters who have character’s descent into moral corruption and the allure
succumbed to sins, leading to altered interactions, of darker influences.
quest outcomes, or even shifts in alignment. These
consequences can provide opportunities for character
growth, redemption arcs, or explorations of the Unlocking New Virtues
consequences of moral decay.
When a character accumulates a certain amount of VP,
they have the opportunity to unlock a new virtue,
reflecting their personal growth and commitment to
moral righteousness. The specific VP threshold
required for unlocking a new virtue can be set by the
Dungeon Master based on the pacing of the campaign.
Typically, a significant moral choice or a series of
virtuous actions could trigger the unlocking of a new
virtue.
When a new virtue is unlocked, the character gains
access to the associated initial bonus and can start
accumulating VP in that virtue to unlock its
advancement bonuses. This encourages players to
continue embodying and exploring the virtues present in
the game.

17
Fall to New Sins
Conversely, when a character accumulates a certain
amount of SP, they risk falling into a new sin,
representing their moral decline and susceptibility to
darker influences. Falling into a new sin can occur
through a series of morally questionable decisions,
succumbing to temptations aligned with a particular sin,
or engaging in actions contrary to the virtues they have
previously embraced.
When a character falls into a new sin, they suffer the
associated initial drawback and begin accumulating SP
in that sin. This creates challenges for the character, as
they must now actively resist the allure of their new sin
to avoid further moral deterioration.

Advancement Drawbacks
In addition to the initial drawbacks associated with a
sin, characters gain advancement drawbacks as they
accumulate more SP in a particular sin. Advancement
drawbacks represent the deepening negative
consequences and challenges faced by characters who
further embrace their sins.
The advancement drawbacks can include increased
penalties to ability checks, saving throws, or other
aspects of gameplay that reflect the corrupting influence
of the sin. These drawbacks serve as a reminder of the
character’s moral descent and present opportunities for
role-playing inner conflicts and redemption arcs.

Redemption and Breaking the Cycle


Characters who have fallen into new sins can seek
redemption and strive to break the cycle of moral
decline. This can be achieved through significant acts of
repentance, self-reflection, and actively resisting the
allure of their sins. The specific path to redemption and
breaking the cycle of sin should be discussed and
determined collaboratively between the player and the
Dungeon Master.
Redemption arcs offer compelling character
development opportunities and can be tied to specific
quests or narrative arcs within the campaign.
Successful redemption might result in the character
shedding their sins and unlocking a new virtue,
reflecting their newfound moral strength and personal
growth.

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3. Infernal Contracts
The Infernal Contracts system introduces an intriguing Consequences of Failure: The consequences of
mechanic that allows players to engage in infernal failure serve as a cautionary reminder to the
bargains within the nine circles of Hell. These contracts characters of the gravity of their infernal bargain.
serve as a means for characters to trade their souls, These consequences can include the loss of their
services, or even specific tasks in exchange for power, soul, eternal damnation, a curse that afflicts them or
items, or knowledge. However, these deals come with their loved ones, or an ever-increasing debt owed to
both enticing benefits and dire consequences, creating a a powerful infernal entity. The severity of the
compelling choice for players to make. consequences should match the importance of the
contract and the power involved.
Signatories and Witnesses: Infernal contracts
Acquiring Infernal require the signatures of both the mortal character
and an infernal representative. The representative
Contracts can be a powerful devil, a seductive succubus, or any
Discovering Contracts: Infernal contracts can be other fiendish entity capable of entering into such
discovered in various ways throughout Hell. They agreements. Witnesses might include other fiends,
may be hidden in ancient libraries filled with enslaved souls, or demonic creatures. These
forbidden knowledge, offered by powerful fiends signatures bind the contract magically and ensure its
seeking mortal aid, or found within the labyrinthine enforceability.
halls of infernal bureaucracy.
Opportunities and Temptations: Dungeon Masters
can present infernal contracts as intriguing Balancing the Choices
opportunities for the players, tantalizing them with
promises of great rewards and tempting bargains. Moral Dilemmas: Characters must carefully weigh
The contracts should align with the desires, the risks and rewards of entering into infernal
motivations, and weaknesses of the characters, contracts. Dungeon Masters should emphasize the
making them difficult to resist. potential benefits, but also make it clear that these
Campaign Integration: The acquisition of infernal come at a significant cost. Players may need to
contracts can be seamlessly integrated into the sacrifice their principles, commit heinous acts, or
campaign’s narrative, introducing plot hooks, endure lasting consequences to fulfill their end of the
personal quests, or moral dilemmas that drive the bargain.
story forward. Long-Term Ramifications: Dungeon Masters should
present the characters with the long-term
implications of their choices. They can introduce
moral quandaries, strained relationships with allies
Components of an Infernal or deities, or even the attention and interference of
Contract rival fiends seeking to exploit or manipulate the
characters’ newfound power.
Offered Boon: The offered boon is the reward
Player Agency: It is crucial to give players agency in
promised to the character upon fulfilling the terms of
accepting or rejecting infernal contracts. While the
the infernal contract. It should be something highly
allure of power and rewards may be strong, the
desirable, such as a unique and powerful magic item,
ultimate decision should be in the hands of the
forbidden knowledge that grants new abilities or
players, allowing them to define their characters’
spells, or even the fulfillment of a long-cherished
paths and shape the narrative.
wish.
Stipulations: Stipulations outline the specific tasks,
favors, or services the character must perform to
fulfill the contract. These tasks should be Tracking and Enforcing
challenging, aligning with the nature of Hell and Contracts
testing the characters’ skills, resolve, and morality.
Examples include retrieving an artifact from a Task Progression: Once an infernal contract is
dangerous demon’s lair, manipulating events to accepted, the Dungeon Master tracks the
ensure the fall of a specific soul, or toppling a rival stipulations and the character’s progress toward
infernal power. their completion. This adds a sense of urgency and a
focused narrative thread to the campaign.

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Obstacles and Challenges: The Dungeon Master can
introduce obstacles, rival parties, or fiends seeking to
thwart the character’s efforts, creating suspenseful
encounters and challenges along the way.
Infernal Intervention: Fiends involved in the contract
may try to influence the character’s choices,
manipulate events, or test their loyalty. These
interventions create dynamic and engaging
interactions within the campaign.

Resolution and Fallout


Boon Reward: When the character successfully
fulfills the stipulations of an infernal contract, they
should receive the promised boon. This reward can
significantly impact their power, abilities, or story
progression, reflecting the fulfillment of their infernal
pact.
Consequences Unveiled: The consequences of the
infernal contract should also come into play.
Characters may face moral dilemmas arising from
their actions, strained relationships with allies,
deities, or factions, or the attention of rival fiends
seeking to exploit or manipulate their newfound
power.
Character Development: The resolution of an
infernal contract presents an opportunity for
character growth and development. It allows players
to explore the consequences of their choices and
make meaningful decisions that shape their
characters’ identities and alignments.

Creating an Infernal
Contract
When creating an infernal contract for your campaign
using the mechanics presented above, you can follow
these steps to quickly develop a compelling and morally
challenging pact:
Boon: Determine the offered boon—a powerful
reward that entices the character to accept the contract.
This could be a magical artifact, forbidden knowledge, a
unique ability, or any other reward that aligns with the
character’s desires and motivations.
Stipulations: Establish the stipulations—the tasks,
favors, or services the character must fulfill to complete
the contract. Consider challenges that test the
character’s skills, ethics, or relationships. Stipulations
can involve retrieving rare items, committing morally
questionable acts, influencing significant events, or
interacting with powerful entities.
Consequences: Outline the dire consequences of
failure. These consequences should be substantial and
reflect the gravity of the infernal pact. Potential
outcomes include the loss of one’s soul, eternal
damnation, the curse of a powerful fiend, or an ever-
increasing debt to infernal forces.
Signatories and Witnesses: Determine the infernal
representative who enters into the contract, such as a
devil, demon, or other fiendish being. Consider
additional witnesses who validate the contract’s legality,
such as enslaved souls, demonic creatures, or lesser Contract II
fiends. These signatures and witnesses imbue the
contract with magical binding properties.
The Forbidden Tome
Offered Boon
the character will be granted access to
Examples of Contracts the “Book of Shadows,” a forbidden grimoire
filled with dark and arcane knowledge. This
book grants the character additional spells,
the ability to perform rituals with greater
Contract I potency, and insight into ancient secrets of
The Pact of Eternal Vigilance forbidden magic.

Offered Boon Stipulations

the character will be granted a set of


1. The character must retrieve a vial of pure
obsidian armor known as the “Infernal demonic ichor from the heart of the Blood
Sentinel”. Furnace, a seething cauldron of demonic
power.
Stipulations 2. The character must successfully deceive a
1. The character must slay a high-ranking powerful archmage into providing a sacred
demon lord and bring forth their severed relic of immense magical power.
horn as proof of their demise. 3. The character must sacrifice their most
2. The character must swear an oath to cherished possession, an item of great
forever hunt and eradicate any demons sentimental value, in a ritual that binds
who dare to threaten the balance of power their fate to the Book of Shadows.
in Hell. Consequences of Failure
Consequences of Failure should the character fail to fulfill the
should the character fail to fulfill the stipulations of this contract, the Book of
stipulations of this contract, the Infernal Shadows will become a conduit of corruption,
Sentinel armor will turn against them, slowly warping their mind and soul.
draining their life force and causing Additionally, they will be plagued by
excruciating pain. Additionally, their name nightmarish visions and hunted by a relentless
will be cursed and whispered among the group of demon hunters seeking to destroy the
demons. tainted grimoire.
Signatories and Witnesses Signatories and Witnesses
the character’s signature is required, the character’s signature is required,
along with the signature of Lilithrax, a along with the signature of Mephistopheles,
cunning succubus who holds dominion over a an influential devil lord who holds vast
layer of the Abyss. Witnesses to the contract knowledge of infernal secrets. Witnesses to the
include a group of lesser demons and a contract include a group of fiendish librarians
tortured soul who has suffered the and a tortured soul who has suffered the
consequences of breaking a previous infernal consequences of breaking a previous infernal
contract. contract.

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Contract III Contract IV
The Symphony of Damnation The Scales of Damnation
Offered Boon Offered Boon
the character will be granted mastery the character will be granted the
over a unique and potent school of infernal “Infernal Balance,” a mystical artifact that
magic, known as “The Fiend’s Cadence.” grants the ability to manipulate the forces of
This mastery grants the character access to good and evil. This artifact allows the
forbidden spells, the ability to command character to dispel or enhance celestial and
lesser demons, and resistance to demonic infernal magic, detect hidden celestial or
mental manipulation. infernal entities, and gain resistance against
radiant and necrotic damage.
Stipulations
1. The character must compose and perform Stipulations
a symphony, using infernal instruments 1. The character must gather seven artifacts,
crafted from the bones of damned souls. each representing one of the Seven
This symphony must be played before an Virtues, stolen from the hands of angelic
audience of demons and evoke emotions guardians.
of despair and chaos. 2. The character must incite a war between
2. The character must gather the tears of a two rival celestial factions, causing strife
celestial being, captured in a vial of pure and discord among their ranks.
sorrow, from the Elysian Fields. 3. The character must deliver a blow to the
3. The character must offer a tribute of a very heart of a divine temple, desecrating
hundred souls to the Abyss, harvested its sanctity and defiling its sacred grounds.
from a battle they themselves orchestrated.
Consequences of Failure
Consequences of Failure should the character fail to fulfill the
should the character fail to fulfill the stipulations of this contract, the Infernal
stipulations of this contract, their connection Balance will turn against them, draining their
to the Fiend’s Cadence will be severed, life force and causing a constant state of
rendering them unable to cast infernal spells. imbalance and turmoil within their being.
Additionally, their name will be whispered Additionally, their name will be cursed and
among the demons as a failed composer, whispered among celestial beings, attracting
attracting ridicule and scorn from fiendish the attention of vengeful angels seeking
entities. retribution.
Signatories and Witnesses Signatories and Witnesses
the character’s signature is required, the character’s signature is required,
along with the signature of Belial, a powerful along with the signature of Asmodeus, the
demon prince known for his love of discordant ruler of the Nine Hells and the embodiment of
music. Witnesses to the contract include a lawful evil. Witnesses to the contract include a
group of enslaved souls and a tormented soul group of infernal advisors and a tormented
who has suffered the consequences of soul who has suffered the consequences of
breaking a previous infernal contract. breaking a previous infernal contract.

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Contract V
The Pact of Unending Shadows
Offered Boon
the character will be granted the
ability to harness the dark powers of shadows
and become a “Shadowwraith.” This
transformation grants the character enhanced
stealth and agility, the ability to move through
shadows and darkness effortlessly, and the
power to invoke tendrils of darkness to
ensnare and subdue enemies.

Stipulations
1. The character must steal a fragment of the
unholy artifact known as the “Eternal
Nightshade” from the inner sanctum of a
powerful vampire lord.
2. The character must acquire the essence of
a rare and dangerous creature known as
the “Umbral Serpent,” found deep within
the Abyss. This essence must be captured
in a specially crafted phylactery.

Consequences of Failure
should the character fail to fulfill the
stipulations of this contract, their
transformation into a Shadowwraith will be
incomplete and unstable. They will experience
intense pain and struggle to control their
shadowy powers, becoming a target for both
celestial and infernal entities seeking to
exploit their vulnerability.

Signatories and Witnesses


the character’s signature is required,
along with the signature of Nyxandra, a
mysterious and enigmatic succubus who is
rumored to have ties to the Shadow Plane.
Witnesses to the contract include a group of
shadowy beings known as the Umbral Court.
5. Soul Manipulation
Within the depths of Hell, souls hold immense power Essence Extraction
and significance. This mechanic introduces a system
The process of essence extraction is a delicate and
that allows players to manipulate and harness souls as a
crucial step in collecting souls within the infernal
valuable resource for various purposes such as
realms. This intricate art requires players to carefully
spellcasting, artifact crafting, or bartering with infernal
harvest the departing soul of a defeated foe and bind it
entities. By delving into the intricacies of this system,
to a container known as a Soul Vessel. The success of
players can immerse themselves in the dark arts of soul
the extraction depends on a combination of skill,
manipulation, with both risks and rewards awaiting
preparation, and perhaps a touch of fate.
them.
Preparing for Extraction
Collecting Souls Before engaging in essence extraction, players must
make adequate preparations. This includes possessing
To begin their journey into soul manipulation, players a suitable Soul Vessel, a vessel specifically designed to
must first gather souls. Souls can be obtained through contain and stabilize souls. These vessels can take
various means, such as defeating powerful crea-tures, various forms, such as intricately carved gemstones,
capturing the essence of fallen foes, or discovering ornate amulets adorned with infernal symbols, or even
hidden caches within the infernal realms. Each soul specially crafted vials. Each vessel possesses unique
collected possesses its own unique properties, which properties that aid in the containment and preservation
can influence the effects and potential of the of souls.
manipulation process.
The Extraction Ritual
Once the defeated foe’s soul is on the verge of
The Nature of Souls departing, players must initiate the extraction ritual
Souls, the ethereal essence of mortal beings, are swiftly. The exact nature of the ritual may vary based on
encapsulations of memories, experiences, and the personal preferences, cultural practices, or acquired
essence of life itself. In the infernal realms, souls knowledge. Typically, the ritual involves a combination
possess a unique resonance, carrying within them a of somatic gestures, spoken incantations, and the
profound connection to the eternal suffering and activation of arcane or divine symbols to create a
torments of Hell. Each soul is distinct, shaped by the conduit for capturing the essence of the departing soul.
individual’s life and the circumstances of their demise.
Skill Check: Essence Extraction
Souls can range from the common and mundane to the
rare and extraordinary, with each type holding varying To determine the success of the essence extraction,
degrees of power and potential. Dungeon Masters can introduce a skill check, allowing
players to use their characters’ abilities and expertise.
The appropriate skill for this check could vary
Defeating Powerful depending on the character’s class, background, or the
DM’s discretion. Skills such as Arcana, Religion, or
Creatures even a specialized Soul Manipulation skill could be
One method of acquiring souls is by overcoming utilized.
formidable foes that inhabit the infernal realms. These When the essence extraction skill check is initiated,
creatures may include demonic entities, infernal players roll a d20 and add relevant modifiers to the roll.
constructs, or tormented souls transformed into These modifiers could include proficiency bonuses,
monstrous abominations. The more powerful the ability modifiers (such as Intelligence for an Arcana
adversary, the greater the potential reward in terms of check or Wisdom for a Religion check), or any other
the quality and quantity of souls obtained. However, it is bonuses granted by class features, feats, or magical
crucial to approach such encounters with caution, as items. The DC of the check is determined by the rarity
these creatures are often fiercely territorial and possess or power of the soul being extracted, as well as the
dangerous abilities born from the depths of Hell itself. circumstances surrounding the extraction.

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Consequences of Failure
Failure to successfully extract a soul can have dire
consequences. Depending on the circumstances and the
Dungeon Master’s discretion, consequences may range
from the soul dissipating into the chaotic energies of
Hell, causing an infernal backlash, or alerting nearby
infernal entities to the player’s presence. These
consequences should serve as meaningful challenges,
encouraging players to approach essence extraction
with caution and precision.

Success and Soul Binding


If the essence extraction is successful, the departing
soul is captured within the Soul Vessel, bound by the
rituals performed and the skills of the players. The
soul’s ethereal energies stabilize within the vessel,
preserving it for further manipulation or other purposes.

Soul Points
The concept of Soul Points can be introduced to
quantify the potency and rarity of collected souls. By
utilizing a table based on the power and rarity of souls,
players can gain a clearer understanding of the potential
these souls hold and the impact they can have on their
manipulative endeavors.
The Soul Points Table provides a structured system
for determining the value and potential of collected
souls. This table categorizes souls based on their power,
rarity, and the benefits they offer when utilized in soul
manipulation.

Soul Points Table


Soul Rarity Soul Points
Common 3
Uncommon 8
Rare 13
Very Rare 18
Legendary 23

Assigning Soul Points


When a soul is successfully extracted and contained
within a Soul Vessel, players can consult the Soul
Points Table to determine the number of Soul Points
associated with that particular soul. This number
represents the soul’s inherent power and its potential
impact on various aspects of soul manipulation, such as
spellcasting, artifact crafting, or bartering with infernal
entities.

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Spellcasting with Tier 3 Enhancements (11+ Soul
Points)
Souls Soul Fusion: By expending a significant
In the depths of Hell, the manipulation of souls extends number of Soul Points, players can merge
to the realm of spellcasting, allowing players to augment their own essence with that of the captured
their magical abilities through the infusion of captured souls, temporarily gaining heightened magical
souls. By expending Soul Points, players can imbue abilities or accessing unique spellcasting
their spells with greater potency or unlock additional effects.
effects, delving into the dark arts of soul manipulation Reality Manipulation: Souls of legendary
and reaping the rewards of their infernal endeavors. power can grant access to reality-bending
abilities, enabling the manipulation of space,
Soul-Powered Spellcasting time, or the fabric of the infernal realm itself.
Spell Transcendence: By sacrificing an
When preparing or casting spells, players have the extraordinary number of Soul Points, players
option to utilize the power of souls to enhance their can temporarily transcend the limitations of
magical abilities. By expending Soul Points from their mortal spellcasting, unleashing cataclysmic
collected souls, players can tap into the ethereal energy and awe-inspiring magical phenomena.
contained within the souls to augment their spells. The
number of Soul Points required for each spell
enhancement is determined by the Dungeon Master, Feat: Soulmancer
based on the desired balance and impact on gameplay.
Prerequisite: Ability to cast spells, proficiency in Arcana
or Religion
Enhancements and Effects
The Soulmancer feat represents a deep understanding
The use of souls as a catalyst for spellcasting allows
and mastery of soul manipulation. This feat grants you
players to unlock a variety of enhancements and effects.
the following benefits:
These enhancements can be categorized into different
tiers based on the number of Soul Points expended and Enhanced Spell Potency. When you choose to
the associated benefits: expend Soul Points to enhance the potency of your
spells, you gain the following benefits:
Tier 1 Enhancements (1-5 Soul
Points): The damage dealt by your spell increases by
Increased Spell Potency: Expending a small 1d4 per Soul Point expended.
number of Soul Points can amplify the The saving throw DC for your spell increases
damage, range, or duration of a spell. by 1 for each 2 Soul Points expended.
Elemental Infusion: By infusing a spell with a The spell’s range is extended by 5 feet per
compatible soul, players can add elemental Soul Point expended.
damage or alter the spell’s damage type.
Additional Targets: Souls can grant the ability Soul Point Mastery. When you collect a soul, you
to target additional creatures or expand the gain an additional 2 Soul Points beyond those
area of effect for spells. determined by the Soul Points Table.

Tier 2 Enhancements (6-10 Soul


Points):
Enhanced Control: Souls can grant greater
precision and control over spellcasting,
allowing players to modify the trajectory or
target of a spell mid-casting.
Lingering Effects: Spells can leave residual
effects that persist beyond their normal
duration, such as ongoing damage or
debilitating conditions.
Bypassing Resistances: Souls can empower
spells to overcome resistances or immunities,
allowing them to affect normally resilient
creatures or bypass magical defenses.

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Enhancements Example Bypassing Resistances
Chromatic Orb: The spell allows the player to select
Tier 1 Enhancements: multiple damage types, bypassing resistances, for
every 3 Soul Points expended.
Increased Spell Potency Disintegrate: The spell ignores any resistance or
Fireball: The radius of the fireball increases by 10 immunity to force damage for every 4 Soul Points
feet for each Soul Point expended. expended.
Magic Missile: Each missile deals an additional 1d4 Cone of Cold: The damage increases by 2d8 cold
force damage for every 2 Soul Points expended. damage for every Soul Point expended.
Cure Wounds: The amount of healing increases by
1d8 hit points for every 2 Soul Points expended. Tier 3 Enhancements:
Elemental Infusion Soul Fusion
Lightning Bolt: The damage type changes to cold, Fire Storm: The area of effect doubles, and creatures
and affected creatures must make a Constitution caught within the spell must make a Dexterity saving
saving throw or be slowed for 1 round for each Soul throw or be stunned for 1 round for every 5 Soul
Point expended. Points expended.
Scorching Ray: Each ray gains an additional 1d6 fire Power Word Kill: The spell automatically succeeds
damage for every 2 Soul Points expended. against any creature with a number of hit points
Acid Arrow: The damage over time increases by 1d4 equal to or fewer than 50 times the number of Soul
acid damage for every Soul Point expended. Points expended.
Meteor Swarm: The number of meteors summoned
doubles, and the damage increases by 2d6 fire
Additional Targets damage for every 5 Soul Points expended.
Sleep: The spell affects an additional number of hit
points equal to 5 times the number of Soul Points Reality Manipulation
expended.
Thunderwave: The number of creatures affected Time Stop: The duration of the spell increases to 1
increases by 1 for every Soul Point expended. round for every 10 Soul Points expended, and the
Entangle: The area of effect expands by 5 feet for player gains an additional action for each round of
each Soul Point expended. stopped time.
Plane Shift: The player gains the ability to target an
additional creature for every 5 Soul Points
Tier 2 Enhancements: expended, teleporting them to a different plane of
existence.
Enhanced Control Wish: The player can cast any 7th-level spell without
Ray of Frost: The range of the spell doubles, and the expending a spell slot or material components for
target’s speed is reduced by an additional 10 feet for every 15 Soul Points expended.
every 2 Soul Points expended.
Charm Person: The duration increases by 1 hour for
Spell Transcendence
every 3 Soul Points expended.
Misty Step: The range of teleportation doubles, and Meteor Swarm: The meteors gain an additional
the player gains advantage on the next attack made 10d6 fire damage, and the area of effect expands to a
after teleporting for every 4 Soul Points expended. 10-mile radius for every 20 Soul Points expended.
Power Word Kill: The spell automatically succeeds
against any creature with a number of hit points
Lingering Effects equal to or fewer than 100 times the number of Soul
Cloud of Daggers: The damage continues for an Points expended.
additional round for every 2 Soul Points expended. True Resurrection: The spell can restore life to any
Web: The duration of the webs lasts for 1 additional creature, regardless of how long they have been
minute for every 3 Soul Points expended. dead, for every 25 Soul Points expended.
Moonbeam: The damage increases by 1d10 radiant
damage for every Soul Point expended.

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Artifact Crafting
Artifact crafting allows players to create extraordinary
items infused with the essence of souls. The process of
artifact crafting involves combining purified souls, rare
materials found within the infernal realms, and a careful
expenditure of Soul Points to imbue the resulting
artifacts with unique and powerful properties.

Gathering Rare Materials


Before delving into the crafting process, players must
seek out rare materials within the depths of Hell. These
materials can include infernal ores, enchanted gems,
rare flora found in the infernal landscapes, or the
remnants of fallen celestial beings.
These materials possess unique properties and can
be found in specific locations or obtained through
encounters with infernal entities. Acquiring these rare
materials involves exploration, skillful observation, and
sometimes even negotiating with otherworldly beings.
Here are some examples of rare materials, along with
ways to find and gather them:

Infernal Ores
Brimstone Ore: Found in volcanic regions or near
sulfurous geysers, brimstone ore exudes a pungent
odor and is infused with latent infernal energy. It can
enhance the fire-based properties of an artifact.
Stygian Iron: Hidden within the riverbanks of the
River Styx, stygian iron possesses a blackened hue
and is known for its incredible strength. It can imbue
an artifact with resistance against physical damage.

Enchanted Gems:
Obsidian Shard: Found in the remnants of shattered
infernal idols or within the lairs of powerful demon
lords, obsidian shards are infused with dark magic.
They can enhance the artifact’s spellcasting abilities
or grant protection against necrotic energies.
Soulstone: These rare gems can be acquired by
extracting the condensed essence of trapped souls
from spectral wellsprings or haunted locations.
Soulstones have a swirling, ethereal glow and can
amplify the powers of an artifact connected to soul
manipulation.

Infernal Flora:
Hellfire Orchid: These radiant, fiery flowers blossom
in the heart of lava-filled caverns or near volcanic
vents. Their petals can be harvested and ground into
a potent powder, imbuing an artifact with fiery
enchantments.
Bloodvine: Thriving in regions soaked with the blood
of fallen warriors, the bloodvine possesses thorny
tendrils and crimson blossoms. Its sap, when
collected, can provide regenerative properties to an
artifact or offer resistance to necrotic damage.

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Celestial Remnants: Conceptualization
Fallen Star Fragment: Occasionally, celestial bodies The first step in designing an artifact is to conceive a
crash into the deepest circles of Hell. The remnants clear vision of its purpose and role within the game.
of these fallen stars contain trace amounts of Players should consider the character’s motivations, the
celestial energy, which can be harnessed to bestow campaign’s themes, and the challenges they expect to
divine properties on an artifact. face in the infernal realms. Is the artifact meant to aid in
Angelic Feather: Found in areas where celestial combat, offer utility in exploration, provide defensive
beings have met their demise, angelic feathers capabilities, or serve as a key element in unraveling the
possess a celestial radiance and can imbue an mysteries of Hell? Determining the primary function of
artifact with radiant or holy powers. the artifact helps guide subsequent design decisions.

Desired Effects
Find and Gather Materials Once the purpose is defined, players can brainstorm the
Finding and gathering these rare materials involves specific effects they desire for the artifact. This can
skillful exploration and observation. Dungeon Masters include enhancements to the character’s abilities,
can introduce skill checks to determine a character’s granting unique spells or abilities, bestowing
resistances or immunities, or providing utility in specific
success in locating or obtaining these materials. The
situations. The effects should align with the artifact’s
appropriate skills for these checks could include
purpose and contribute to the character’s growth and
Survival, Investigation, Arcana, or even specific skills
story arc. Dungeon Masters can offer guidance and
tied to the character’s background or class.
suggest balanced effects to ensure the artifact remains
Locating Rare Materials engaging without overpowering the game.
Survival: Characters proficient in Survival can use Collaborative Design
their tracking abilities to search for signs of rare
Artifact designing is a collaborative process between
materials. They might notice subtle shifts in the
players and the Dungeon Master. Open communication
environment, follow the scent of brimstone, or
ensures that the artifact’s abilities are well-integrated
identify the unique flora indicative of a particular
material. into the campaign and don’t disrupt the balance of
Investigation: Characters skilled in Investigation can gameplay. Dungeon Masters can provide guidance on
meticulously examine their surroundings, searching balancing the artifact’s power level and suggest
for hidden caches, investigating ancient ruins, or modifications or alternative effects that align with the
deciphering cryptic clues that lead to rare materials. artifact’s theme. Collaborative design ensures the
artifact becomes an integral part of the player’s journey
through the infernal realms.
Gathering Rare Materials:
Nature: Characters proficient in Nature can gather Custom Effects or Existing Options
flora or handle minerals with expertise, ensuring the Players can create custom effects for their artifact,
materials are carefully harvested without damage or reflecting the unique nature of soul-infused creations.
contamination. These effects can be developed in conjunction with the
Sleight of Hand: Characters skilled in Sleight of Dungeon Master or selected from existing options
Hand can navigate treacherous terrain or disarm within the official rulebooks. Custom effects allow for
traps while collecting the materials, ensuring their personalization and customization, while existing
safe extraction. options provide a framework to ensure balance and
consistency within the game mechanics.

Aesthetics and Lore


Designing the Artifact Designing an artifact isn’t solely about its mechanical
The process of designing an infernal artifact in involves effects. Players should also consider the artifact’s
envisioning a powerful and unique item infused with the appearance, symbolic significance, and the lore
essence of captured souls. This phase of artifact crafting surrounding its creation. Is it an ornate sword adorned
allows players to tap into their creativity, considering with infernal engravings? A mystical amulet containing
the purpose, abilities, and aesthetics of the artifact they a trapped soul? A set of armor with fiery motifs?
wish to create. Consider how the artifact’s aesthetics and lore align
with the character’s backstory, the infernal realms, and
the campaign’s overarching narrative.

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Soul Points Investment Invocation of Infernal Energies
To begin the ritual, the player invokes the presence of
When crafting artifacts, the investment of Soul Points infernal energies by reciting incantations specific to the
plays a crucial role in determining the potency and infernal realms. These incantations may be drawn from
uniqueness of the resulting item. The following table ancient texts or discovered through extensive research
provides a guideline for the number of Soul Points or interactions with knowledgeable beings within Hell.
required based on the rarity of the artifact being crafted. The words resonate with the fabric of the infernal
Dungeon Masters can adjust the numbers to fit the planes, attracting the attention of powerful entities or
desired balance and pacing of their campaign.
tapping into the latent energies dwelling within.

Soul Points Investment Table Alignment of Rare Materials


Artifact Rarity Soul Points Investment The rare materials gathered during the artifact crafting
Common 1-3 process are carefully aligned within the ritual circle.
Uncommon 4-6 Each material is placed with intent and purpose,
Rare 7 - 10 forming a geometric pattern that symbolizes the desired
Very Rare 11 - 15 attributes and effects of the artifact. The arrangement
Legendary 16 - 20 may correspond to specific elements, cosmic
alignments, or the representation of infernal beings
The table serves as a framework for determining the associated with the artifact’s purpose.
level of investment needed for different rarities of
artifacts. Dungeon Masters and players should consider Fusion of Souls and Materials
factors such as the intended power level of the
With the infernal energies present and the rare
campaign, the significance of the artifact in the
materials aligned, the wielder invokes the captured
narrative, and the abilities and effects the artifact will
souls, calling upon their essence to merge with the
bestow upon its wielder.
materials. This step requires a deep connection to the
When crafting an artifact, players refer to the table to
Soul Vessels containing the captured souls, allowing the
determine the appropriate range of Soul Points
wielder to channel their energies into the ritual. The
required. This range represents the investment needed
souls’ essence is released from their containment,
to harness the full potential of the captured souls and
flowing into the materials and blending with their innate
infuse them into the artifact during the crafting process.
properties.
It is important to note that the exact number of Soul
Points within the range can be determined by the
Dungeon Master, considering the rarity of the souls Conduit of Power
used, the significance of the artifact, and the balance of As the souls’ essence infuses the rare materials, the
power within the campaign. This allows for flexibility wielder acts as a conduit, channeling their own arcane
and customization while ensuring that the investment of or divine power to guide the fusion process. This
Soul Points remains meaningful and impactful. convergence of energies weaves a complex web of
The Crafting Ritual magical resonance, entwining the souls, materials, and
the wielder’s own essence. The wielder’s focus and
The crafting ritual is a pivotal moment in artifact control are paramount during this phase, as they
creation, where the wielder channels their arcane or navigate the delicate balance of energies, ensuring
divine power to merge the essence of captured souls harmonious fusion rather than volatile disruption.
with rare materials. This intricate process requires a
deep understanding of infernal energies, precise
movements, and the utilization of unique incantations Sealing the Ritual
and symbols. Once the fusion is complete, the wielder finalizes the
crafting ritual by uttering a concluding incantation or
Preparation performing a closing gesture. This act solidifies the
Before commencing the crafting ritual, the player must bond between the artifact, the souls’ essence, and the
gather the necessary materials and create a sacred wielder’s attunement. The artifact radiates with
space conducive to channeling infernal energies. This newfound power, its unique properties now fully
may involve setting up a ritual circle adorned with realized and ready to serve the wielder’s purpose.
symbolic representations of the infernal realms, lighting
candles or incense associated with the realm of souls,
or creating a harmonious ambiance to foster a
connection with the essence of captured souls.

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Soulbound Connection These shared experiences can provide valuable insights,
guidance, or unique abilities tied to the artifact’s
The soulbound connection is an inherent aspect of purpose, allowing the wielder to tap into the collective
artifacts created through soul manipulation. This wisdom of the souls.
connection manifests as an eternal bond between the
artifact, the souls infused within it, and the wielder. Soul Guardians
Let’s explore the characteristics and implications of the The souls infused within the artifact act as guardians,
soulbound connection: protecting its power and purpose. They maintain a
vigilant presence, often manifesting as ethereal echoes
Attunement and Bond or spectral entities that watch over the artifact and its
Upon completion of the crafting ritual, the wielder wielder. This protective presence can provide warnings,
attunes to the artifact, establishing a deep and offer assistance in times of need, or react to threats and
unbreakable connection. This connection allows the malevolent forces seeking to corrupt or destroy the
wielder to wield and access the artifact’s power, artifact.
attuning their own essence to the souls infused within it.
The attunement process is unique to each individual, Resilience and Reliability
often accompanied by intense sensations, ethereal The soulbound connection ensures the artifact’s
whispers, or resonating energies. resilience and reliability. It resists attempts at
tampering, corruption, or duplication. The artifact
Shared Experiences and Memories becomes uniquely intertwined with the wielder’s
The souls infused within the artifact leave a residual essence, adapting and responding to their needs and
imprint of their experiences and knowledge. As the intentions. This bond provides a level of control and
wielder becomes further attuned to the artifact, they influence over the artifact’s abilities, making it a
may experience fleeting glimpses of the souls’ dependable and powerful tool in the hands of the
memories, emotions, or echoes of their existence. chosen wielder.

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Soul Exchange and Soul Points to GP Conversion
When players possess a certain number of Soul Points,
Trading they can consult the Soul Valuation Table to assess the
Within the twisted realms of Hell, the allure of souls is a approximate gold piece value associated with their
currency that entices infernal entities and otherworldly accumulated souls. This valuation reflects the potency,
beings. Soul Exchange and Trading mechanics allow rarity, and inherent power of the souls they have
players to delve into the intricate world of soul obtained.
commerce, offering them opportunities to trade souls, To convert Soul Points into gold pieces, players can
acquire rare or specialized souls, and unlock greater multiply the number of Soul Points they wish to
powers for their manipulative endeavors. Soul Points exchange by the corresponding GP value from the Soul
play a crucial role in determining the value and Valuation Table. For example, if a player wishes to
exchange rate of souls, adding depth and strategic convert 8 Soul Points into gold pieces, they would
decision-making to these transactions. multiply 8 by 50 GP, resulting in a total value of 400
GP.
The introduction of Soul Valuation adds a layer of
The Marketplace of Souls versatility to the acquired Soul Points. Players can
utilize the converted gold pieces to purchase items,
Hell is home to a vibrant marketplace where souls are services, or information within the infernal realms. This
bartered, traded, and sought after by various entities. opens up opportunities for engaging with merchants,
Players may encounter merchants, demons, devilish acquiring rare materials, commissioning services from
brokers, or even enigmatic beings who preside over the skilled artisans, or investing in infernal contacts.
soul exchange. These encounters can take place in
bustling infernal bazaars, hidden lairs, or secretive Economy and Adjustments
gatherings, each with its own rules, customs, and The Dungeon Master has the flexibility to adjust the
dangers. Soul Valuation Table to suit the campaign’s economy
and balance the progression of the game. Factors such
as the scarcity of gold within Hell, the influence of
Soul Valuation powerful entities on the economy, or the availability of
Determining the value of Soul Points in terms of gold valuable resources can all impact the exchange rate.
pieces (GP) provides players with a tangible measure of These adjustments should be made with careful
the worth of their collected souls. This valuation system consideration, ensuring that the value of Soul Points
allows for the conversion of Soul Points into a currency remains meaningful while maintaining a balanced
that can be used for purchasing items, services, or gameplay experience.
making investments within the infernal realms. A table
can be introduced to establish a standardized exchange
rate, providing players with a clear understanding of the
monetary value associated with their acquired Soul
Points.

Soul Valuation Table


The Soul Valuation Table establishes a conversion rate
between Soul Points and gold pieces, offering players a
reference for evaluating the worth of their accumulated
souls. The table can be adjusted to reflect the specific
campaign’s economy, balancing the value of souls with
the overall game progression.

Soul Valuation Table


Soul Points Gold Piece (GP) Value
1-5 10
6 - 10 50
11 - 15 100
16 - 20 200
21 - 25 500
Chapter II: DM’s Guide To Hell

e
mbarking on an expedition into the Navigating these infernal realms demands more than
infernal realms offers a unique tableau for just a keen understanding of the mechanics at play. It
both Dungeon Masters and players, requires an appreciation for the narrative depth and
presenting an environment where the very emotional resonance that such settings can evoke. Each
air throbs with malice, and landscapes decision, each challenge, is a thread in a broader
stretch under a sky of ceaseless torment. narrative, weaving together stories of ambition, betrayal,
Within these hellish adventures, the and redemption. The best hellish adventures are those
narrative unfolds in realms far removed that not only test the mettle of the adventurers but also
from the mortal coil, where the rules of leave them — and their DMs — pondering the nature of
nature and morality warp under the weight power, the cost of victory, and the value of a soul.
of perdition’s influence. Here, DMs are tasked not just As you stand at the precipice of creation, ready to
with navigating the labyrinthine politics of fiends and shepherd your players through the inferno, remember
the damned, but also with crafting experiences that that the greatest adventures lie not just in overcoming
challenge the spirit, intellect, and courage of their external adversaries but in the internal battles that each
players. character must face. The landscapes of hell are but a
This chapter is dedicated to guiding DMs through the mirror, reflecting the greatest challenges and deepest
fiery gates and into the heart of darkness itself. It’s a fears of the adventurers who dare to traverse them.
journey that transcends the mere physical dimensions,
offering a plunge into the complexities of sin and
redemption, tyranny and rebellion, suffering, and
salvation. Creating hellish adventures requires a deft
hand. The environment alone is a character —
Here, in the crucible of hellfire, heroes
capricious, unpredictable, and infused with a
malevolence that can unmake the unprepared. As DMs,
are forged and tales of legend are born.
you are the architects of these infernal escapades,
blending horror and heroism, despair and hope, into a
campaign that will linger in the memories of your
players long after the dice have stopped rolling.

DM’S GUIDE TO HELL


33
1. Tips for Running Hellish Campaigns
Running a campaign set in Hell can be a thrilling and Sinister Encounters
challenging experience for both Dungeon Masters and
In Hell, danger lurks around every corner. Populate the
players. Remember, a Hellish campaign should be
infernal realm with creatures of malevolence and
challenging but rewarding. It delves into darker themes,
cruelty. Demons and devils should exude an aura of
explores the nature of good and evil, and tests the
menace, their presence instilling fear in the hearts of
characters’ resolve. By incorporating the following tips,
even the bravest adventurers. When describing
you can create a memorable and immersive journey
encounters, focus on the gruesome details— the stench
through Hell in your campaign.
of decay, the haunting wails of tortured souls, and the
eerie silence broken only by distant screams. This will

Establish the Tone help create a sense of unease and reinforce the sinister
nature of the campaign.
Establishing the right tone is crucial when running a
campaign set in Hell. It sets the stage for the dark and
treacherous journey that awaits your players, Moral Ambiguity
immersing them in the grim atmosphere of the infernal
realm. One of the defining aspects of Hell is the blurred line
between good and evil. Portray the moral ambiguity of
Atmosphere of Despair the infernal realm by showcasing characters and
creatures who are neither wholly virtuous nor
From the moment your players enter Hell, make it clear irredeemably wicked. Present complex dilemmas that
that hope is scarce and despair reigns supreme. challenge your players’ moral compass and force them
Describe the air as heavy and suffocating, with an to make difficult choices. By blurring the lines of
oppressive sense of dread hanging in the atmosphere. morality, you can engage your players in thought-
Depict the landscape as desolate and foreboding, with provoking scenarios that explore the depths of their
twisted and jagged terrain that mirrors the tormented characters’ values and beliefs.
souls trapped within. Through vivid descriptions,
emphasize the hopelessness of the situation and the
constant threat of damnation. A World of Suffering
Hell is a place of punishment and torment. Describe the
suffering that souls endure in each circle, illustrating
the consequences of their actions in life. Depict the
relentless agony and the endless cycles of punishment
that souls undergo. Emphasize the physical and
psychological anguish, the cries of anguish echoing
through the twisted corridors of Hell. This portrayal
reinforces the severity of the setting and the dire
consequences that await those who venture into its
depths.

Foreboding Temptations
Temptation is a constant presence in Hell. Demons and
devils will seek to exploit the weaknesses and desires of
your players’ characters. Craft scenarios where
characters are tempted to trade their souls for power,
freedom, or temporary respite from the torment. These
temptations should come at a high price, reminding the
players of the ever-present danger of damnation. By
weaving these temptations throughout the campaign,
you deepen the sense of moral peril and highlight the
character’s inner struggles.

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34
Moral Ambiguity and Tainted Allies and
Ambiguous Objectives
Dilemmas
One of the defining aspects of a campaign set in Hell is Introduce allies who are tainted by darkness or whose
the moral ambiguity and dilemmas that players will motivations are questionable. These allies may provide
encounter. The infernal realm is a place where the crucial assistance in navigating the treacherous realms
concepts of good and evil become blurred, and of Hell but come with their own hidden agendas.
characters must grapple with difficult choices that test Players must decide whether to trust them or be wary of
their convictions and values. their true intentions. This uncertainty adds an extra
As a Dungeon Master, you have the power to create layer of moral complexity and suspense to the
intricate moral dilemmas that force players to confront campaign.
their own beliefs and make decisions with far-reaching
consequences. Redemption vs. Corruption
Provide opportunities for characters to redeem
themselves or be tempted further into darkness.
Shades of Gray Characters who have committed morally questionable
Present situations where the line between right and acts may be offered chances at redemption, but at a
wrong is not clearly defined. Introduce characters who steep price. Similarly, those who strive to maintain their
are neither wholly good nor irredeemably evil. Allow moral compass may face increasing temptations and
players to interact with morally complex NPCs, some of trials. This dynamic struggle between redemption and
whom may have committed terrible deeds but harbor corruption can become a central theme of the
genuine remorse. By challenging traditional notions of campaign, shaping the characters’ arcs and personal
good and evil, you can encourage players to explore the growth.
complexities of morality.

Sacrifice and Redemption Personalized


Explore themes of sacrifice and redemption. Present
characters with opportunities to save innocent souls
Motivations
One of the key elements to consider when running a
from damnation, but at great personal cost. Will they campaign set in Hell is to ensure that each player’s
sacrifice their own safety or even their own souls to save character has a strong and personalized motivation for
others? Such choices can lead to powerful character venturing into the infernal realm. These motivations
growth and emotional depth, as players grapple with the should be deeply rooted in their character’s backstory,
weight of their decisions. desires, or beliefs, providing a driving force that
compels them to face the perils of Hell.
Consequences of Actions
Emphasize that every action has consequences, both Quest for Vengeance
intended and unintended. Characters may be tempted to The character might have suffered a great injustice or
take shortcuts or make morally compromising choices loss at the hands of a devil or demon. Seeking revenge
for personal gain, but these actions should have lasting becomes their primary motivation, as they are
effects. Show them that their decisions ripple through determined to confront their tormentor and bring them
the fabric of the Hellish realm, impacting not only to justice. This motivation can fuel their journey through
themselves but also the fates of others. Hell as they hunt down their nemesis, overcoming
numerous challenges and obstacles along the way.
Ethical Quandaries
Present players with ethical quandaries that challenge Rescue Mission
their preconceived notions. For example, they may A loved one’s soul might be trapped in Hell, and the
encounter a desperate soul who begs for release from character embarks on a perilous rescue mission to save
their torment. Should the characters provide mercy and them from eternal damnation. This motivation creates a
end the suffering, knowing that it might damn the soul powerful emotional connection for the character and
to a worse fate? Or should they uphold their moral adds a sense of urgency to their actions. As they
principles and let the tormented soul endure? These traverse the treacherous circles of Hell, they must
dilemmas can lead to heated discussions and moral navigate through the clutches of demons and confront
debates among the players, enriching the gameplay the moral dilemmas that arise in their path.
experience.

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35
Forbidden Knowledge
The character may be driven by an insatiable thirst for
knowledge and forbidden secrets. They believe that
within the depths of Hell lie ancient texts, hidden lore,
and dark secrets waiting to be uncovered. Their
motivation to explore Hell stems from their desire to
unlock the mysteries of the infernal realm and gain
insights that could alter the course of history or enhance
their own power.

Redemption
The character might carry a burden of guilt, having
committed a grave sin or past misdeeds. Their
motivation to journey through Hell is rooted in the
desire to seek redemption, to find a way to atone for
their actions and cleanse their soul. This quest for
redemption can be deeply personal and may involve
facing past allies turned enemies or making difficult
choices that test their resolve.

Ascension
Ambition and a thirst for power might drive the
character to venture into Hell. They seek to claim a
relic, harness the infernal energies, or strike a pact with
a powerful entity that will grant them unparalleled
abilities. Their motivation revolves around rising above
mortal limitations and ascending to a higher state of
being. However, the pursuit of power in Hell is fraught
with dangers and temptations that can lead to
corruption.

Preservation of Balance
The character might have a deep-rooted belief in
maintaining the balance between the forces of good and
evil. Their motivation lies in preventing the denizens of
Hell from encroaching upon the mortal realm, ensuring
that the balance is upheld. This character may act as a
righteous crusader, tirelessly fighting against the
demonic hordes and unraveling the schemes that
threaten the fabric of existence.

Unleash the Horrors


Unleashing the Horrors of Hell is a crucial aspect of
creating an immersive and terrifying campaign for your
players. Within the infernal realm, countless creatures
of unspeakable horror await, ready to challenge and
threaten the characters. Here are some ideas to help
you unleash the horrors of Hell in your campaign:

DM’S GUIDE TO HELL


36
Fiendish Adversaries Environmental Hazards
The denizens of Hell are primarily composed of Hell itself is a treacherous and hostile environment,
demons, devils, and other malevolent entities. These with dangers lurking in every crevice. Leverage the
fiends come in various forms, each more sinister and infernal landscapes to create environmental hazards
deadly than the last. Demons, with their chaotic nature, that challenge the characters. Lava pits, scorching heat,
can embody the sheer brutality and violence of the acidic swamps, and bone-chilling cold can pose constant
infernal realm. Devils, on the other hand, are masters of threats. Combine these hazards with encounters to
manipulation and deception, using their intellect and create dynamic battles where players must navigate
cunning to further their nefarious agendas. Tailor treacherous terrain while fending off relentless fiends.
encounters to showcase the unique abilities and traits of By incorporating environmental hazards, you can
different fiends, making each battle a formidable heighten the tension and sense of peril in your Hellish
challenge for the players. campaign.

Unique Fiendish Abilities Psychological Horrors


To make encounters truly horrifying, emphasize the In Hell, the horrors extend beyond physical threats.
fiends’ unique abilities and powers. Demons might Explore psychological terrors to unsettle and challenge
possess abilities that cause madness, inflict vicious your players. The constant presence of evil, the
wounds that refuse to heal, or corrupt the environment cacophony of tormented souls, and the whispers of
around them. Devils, on the other hand, excel at demonic voices can wear down the characters’ sanity.
manipulation, employing insidious spells, deceitful Use atmospheric descriptions, eerie sounds, and
illusions, and unholy pacts to entangle the characters in haunting visions to immerse your players in the
their web of intrigue. Introduce fiends with distinctive psychological torment of the infernal realm. Illusions
features, such as poisonous barbs, acidic breath, or the that prey on their deepest fears or encounters with
ability to regenerate, making each encounter a vengeful spirits can leave lasting psychological scars,
memorable and terrifying experience. adding layers of horror to your campaign.

Twisted Monstrosities
Beyond demons and devils, Hell is home to a plethora of
Uncovering Hidden
twisted monstrosities born from the darkest corners of
the abyss. These abominations can be the result of
Lore
One of the intriguing aspects of a Hellish campaign is
failed experiments, demonic corruption, or the
the opportunity for players to delve into the depths of
amalgamation of tortured souls. Design unique and
infernal lore and uncover hidden knowledge. Exploring
grotesque creatures, such as flesh golems stitched
the secrets and mysteries of Hell can add depth,
together from the remnants of damned souls or
intrigue, and a sense of discovery to your campaign.
demonic aberrations with tentacles and maws that defy
comprehension. Use vivid descriptions to showcase
their repulsive appearance, evoking a sense of dread Arcane Tomes and Forbidden
and revulsion in your players.
Knowledge
Within the depths of Hell lie ancient tomes, scrolls, and
Haunting Undead texts brimming with forbidden knowledge. Characters
The influence of Hell extends beyond fiends and proficient in Arcana can uncover and decipher these
monstrosities. Undead creatures are often found in the arcane writings, gaining insights into infernal rituals,
lower circles, their souls forever trapped in a macabre demonic contracts, or the true nature of the Nine Hells.
dance between life and death. Incorporate undead Make these tomes accessible through quests,
creatures into your Hellish campaign to add an extra encounters with knowledgeable NPCs, or hidden in
layer of horror. Wraiths, specters, and undead knights secluded libraries guarded by powerful denizens of Hell.
cursed to eternal servitude make formidable foes for the Unveiling the secrets within these texts can grant the
characters. Their eerie presence and otherworldly characters unique abilities, insights, or even a path to
abilities can contribute to a sense of impending doom challenge the lords of Hell themselves.
and existential dread.

DM’S GUIDE TO HELL


37
Conversations with Damned Ancient Artifacts and Relics
Souls Scattered throughout Hell are remnants of forgotten
The tormented souls trapped in Hell have experienced civilizations, relics of power, and artifacts imbued with
unimaginable horrors and possess firsthand knowledge infernal energies. These artifacts can hold significant
of the infernal realm. Characters skilled in Persuasion historical and metaphysical value, shedding light on the
or Insight can engage in conversations with these past or granting the wielder unique abilities.
damned souls, extracting fragments of information Characters can embark on quests to recover these
about the hierarchy of Hell, the methods of its rulers, or artifacts, drawing them closer to the truth behind Hell’s
the weaknesses of particular demons. Interacting with enigmas. However, acquiring such objects may also
these souls can provide invaluable clues and hints, but attract the attention of powerful entities who seek to
be cautious, for their words may be tainted with despair, reclaim them or prevent their knowledge from falling
deception, or their own personal agenda. into mortal hands.

Cryptic Inscriptions and Hidden Realms and Demonic


Symbolic Codes Hierarchies
Throughout Hell, hidden inscriptions and symbolic Hell is a vast and intricate realm, consisting of multiple
codes can be found etched into the walls, floors, or layers and realms, each ruled by different demonic
objects of the infernal landscape. These cryptic entities. Characters who venture deep into Hell can
messages, in languages like Infernal or Abyssal, can uncover hidden pathways, secret portals, or divine
contain clues to hidden locations, rituals, or prophetic prophecies that reveal the structure and hierarchy of the
warnings. Characters proficient in Investigation or infernal domains. Through their exploration, they may
Decipher Script can unravel these enigmatic codes, learn of the intricate power struggles, alliances, and
unraveling the ancient secrets of Hell and unlocking rivalries among the denizens of Hell, presenting
paths to previously inaccessible areas or sources of opportunities to forge alliances, exploit weaknesses, or
power. challenge the established order.

DM’S GUIDE TO HELL


38
2. Creating Infernal Adventures
Within the following pages, we’ll delve into the art of captivating and unpredictable narrative, where even the
creating infernal adventures that will test the mettle of most seasoned adventurers will find themselves
even the bravest adventurers. This chapter provides surprised and enthralled.
Dungeon Masters with the tools, guidance, and
inspiration to bring the nine circles of Hell to life. A Clear Emphasis on the Present
In this chapter, you will find a wealth of resources to When traversing the circles of Hell, it is easy for
aid you in crafting thrilling and immersive adventures adventurers to become overwhelmed by the weight of
set in the infernal realm. From the bleak depths of the the past or the dread of the future. However, a great
First Circle, Limbo, to the tormenting fires of the Ninth infernal adventure maintains a clear focus on the
Circle, Treachery, each circle of Hell presents its own present. By immersing players in the vivid descriptions
unique challenges, denizens, and opportunities for of their surroundings, emphasizing the immediate
storytelling. Whether your players seek to rescue a lost challenges they face, and highlighting the urgent nature
soul, uncover the secrets of damned artifacts, or of their quest, Dungeon Masters can ensure that each
confront powerful infernal overlords, this chapter will moment feels alive and consequential. This approach
serve as your guide through the treacherous landscape heightens tension and fosters a sense of urgency,
of Hell. intensifying the players’ immersion within the infernal
realms.

Elements of a Great Heroes Who Make a Difference


In the darkest corners of Hell, heroes are needed more
Adventure than ever. A compelling adventure requires protagonists
The best adventures have several things in common. who matter, whose choices and actions shape the
course of events within the infernal realms. By crafting
intricate backstories and motivations for the player
A Credible Menace characters, Dungeon Masters can anchor their
Within the depths of Hell, Dungeon Masters must adventures in the personal growth and development of
create adventures that instill a sense of dread and the heroes. Whether it is through moral dilemmas,
danger in the hearts of their players. The first key difficult sacrifices, or pivotal moments of redemption,
element to achieving this is the presence of a credible the players’ characters should feel like integral pieces of
threat. Whether it be a fearsome demon lord, a powerful the unfolding narrative, with their choices carrying
cult seeking to unleash chaos, or a malevolent entity weight and consequence.
lurking in the shadows, the threat must be believable
and capable of evoking genuine concern. By crafting Unexpected Revelations
adversaries with distinct motivations, personalities, and Within the labyrinthine landscape of Hell, surprises
strengths, Dungeon Masters can ensure that the await at every turn. Incorporating unexpected
players’ journey through the infernal realms is fraught revelations into an infernal adventure creates moments
with peril and the constant need for strategic decision- of awe, shock, and wonder for the players. These
making. surprises can manifest as the sudden appearance of a
long-lost ally, the unmasking of a hidden traitor, or the
Familiar Tropes with Ingenious discovery of a hidden pathway leading to untold secrets.
By weaving these unforeseen twists into the fabric of
Twists
the adventure, Dungeon Masters can keep players on
While Hell is a realm unlike any other, it is not devoid of their toes, eager to explore the depths of Hell and
familiar tropes and archetypes. However, to make the uncover its many enigmatic layers.
adventures within it truly memorable, it is crucial to
infuse these familiar elements with clever twists. Delve Navigating with Purpose - The
into the depths of creative storytelling by reimagining Importance of Useful Maps
classic themes and adding unexpected layers of As adventurers traverse the treacherous circles of Hell,
complexity. By subverting expectations and introducing
they require reliable maps to guide their path. Useful
unique variations, Dungeon Masters can engage their
maps play a crucial role in immersing players within the
players in a
infernal realm, providing them with a visual
representation of the perils that lie ahead. Detailed

INFERNAL BESTIARY
39
cartography allows Dungeon Masters to depict the
unique terrain, intricate layouts of demonic fortresses,
and the geography of each circle of Hell. These maps
become indispensable tools for both the players and the
Dungeon Master, aiding in strategic planning,
enhancing immersion, and facilitating memorable
encounters within the infernal landscape.

Adventure Structure
Like every story, a typical adventure has a beginning, a
middle, and an end.

Inception
Every infernal adventure needs a strong foundation to
captivate and engage both the Dungeon Master and the
players. In this section, we delve into the crucial
elements that make up the beginning of a journey
through the Nine Circles of Hell.

The Gateway to Hell


At the outset of your infernal adventure, it is essential to
establish a compelling entry point that beckons the
characters into the depths of Hell. This can be achieved
through a variety of means, such as:

A Cryptic Invitation: The characters receive a


mysterious message, bearing an ancient symbol
associated with Hell, inviting them to venture into
the infernal realm. The sender’s identity and motives
remain unknown, instilling curiosity and a sense of
urgency.
A Damning Prophecy: A prophecy foretells the
characters’ unavoidable fate of descending into Hell.
They might seek ways to alter or fulfill the prophecy,
but the path ahead lies through the nine circles,
leaving them little choice but to embrace their
destiny.
A Personal Tragedy: The characters experience a
profound loss or encounter a dire threat that leads
them to pursue vengeance or redemption. This tragic
event becomes the catalyst for their journey into the
depths of Hell.

Whichever approach you choose, ensure that the


Gateway to Hell entices the characters, fuels their
motivations, and ignites their curiosity, setting the stage
for the harrowing adventures to come.

Descent
Once the characters have entered the infernal domain,
they must navigate the treacherous path through the
Nine Circles of Hell. This section focuses on the middle
part of the adventure, where challenges and encounters
abound, testing the characters’ mettle and resolve.
The Perils of the Infernal Realm The Triumph of Virtue: Redemption is a rare and
As the characters journey through the Nine Circles, they precious outcome in the infernal realm. Characters
will face a wide array of perils, including demonic who have embraced virtuous acts and resisted the
hordes, labyrinthine landscapes, and cunning denizens seductions of Hell may find an opportunity to ascend
of Hell. Each circle presents distinct challenges and from the depths and leave a lasting impact on this
thematic encounters, designed to push the characters to malevolent realm.
their limits. Some possible perils include:

Infernal Beasts: Monstrous creatures from the


darkest depths of Hell emerge to test the characters’ Treasure
combat prowess and strategic thinking. From the In the treacherous depths of the infernal realms, where
vicious Cerberus guarding the gates to the seductive malevolent forces and eternal damnation reign
succubi tempting the unwary, these encounters both supreme, hidden treasures of unimaginable power and
terrify and enthrall. nefarious allure await daring adventurers. As a
Environmental Hazards: The Nine Circles are rife Dungeon Master, it is your role to populate the infernal
with treacherous landscapes that pose threats landscapes with unique and captivating treasures that
beyond the creatures that dwell there. Boiling rivers both tempt and challenge those brave enough to venture
of blood, freezing lakes of ice, and suffocating mists through the nine circles of Hell. This section delves into
of toxic fumes add layers of danger and urgency to the art of creating infernal treasures, ensuring that your
the characters’ journey. players’ rewards are as memorable and diabolical as the
Moral Dilemmas: Hell is a realm where sins and realms they explore.
virtues are magnified, and characters may find
themselves confronted with profound moral choices.
These dilemmas force the characters to question
The Temptation of Infernal Riches
their own values and motivations, with each decision The infernal realms are abundant with treasures that
potentially shaping their fate and the outcomes of reflect the twisted desires and malicious intent of the
their adventure. denizens of Hell. While conventional riches like gold
and gems may still be found, it is the esoteric artifacts
and sinister relics that truly define infernal treasure.
Redemption or Damnation Such items may have once belonged to powerful fiends
or ill-fated souls, bearing a tainted history and
As the characters approach the climax of their infernal
supernatural properties that both enthrall and corrupt.
odyssey, the choices they have made and the trials they
have overcome culminate in a climactic finale. This
section explores the ending of the adventure, where Unique Magic Items
redemption or damnation awaits the characters. Infernal treasure should captivate the imagination and
provide the players with tools to face the harrowing
The Heart of Hell
challenges that lie ahead. These unique magic items
At the heart of Hell lies the ultimate test for the often carry a distinct aura, resonating with the energy of
characters, a confrontation that will determine their the plane itself.
fate. This final encounter should be epic and
challenging, demanding the full extent of the characters’
abilities, both physical and emotional. Sinister Relics
In the depths of Hell, remnants of ancient rituals,
Archdukes and Demon Lords: The characters might forbidden texts, and cursed relics lie concealed, holding
face off against powerful Archdukes ruling over the immense power for those who dare to claim them.
Nine Circles or notorious Demon Lords seeking to
These sinister artifacts are often connected to the
expand their infernal dominion. These formidable
denizens of specific circles, embodying their essence
adversaries possess unique abilities, followers, and
and granting unique abilities to those who possess
diabolical plans that the characters must thwart.
them.
The Temptation of Power: Hell is a realm of
temptation, and the characters may be offered
immense power or unimaginable rewards in
exchange for their loyalty or surrender. The allure of
such offers can test the characters’ resolve, leading
them to question their principles and ultimately
decide their own destinies.

INFERNAL BESTIARY
41
Sample Treasure
Here are a few treasure examples to spark your
creativity:

Circlet of Infernal Dominion


Wondrous item, artifact (requires attunement by a
creature of evil alignment)

The Circlet of Infernal Dominion is a sinister and


coveted artifact that symbolizes the dominion of evil
within the depths of Hell. It is said to have been crafted
by a malevolent archdevil, imbued with the essence of
the Nine Hells itself. This circlet serves as a corrupt
beacon of power, calling forth fiends and amplifying the
wicked ambitions of its wearer.
The Circlet of Infernal Dominion appears as a twisted
band of obsidian adorned with intricate, demonic sigils.
Destroying the Circlet. The Circlet of Infernal
Only a creature of evil alignment who is attuned to the
Dominion is a powerful artifact, nearly indestructible by
circlet can wear it and harness its malefic abilities. Once
conventional means. However, it is rumored that a
attuned, the circlet becomes irremovable unless the
celestial artifact of immense power, blessed by deities of
wearer willingly breaks their alignment or loses their
goodness, has the potential to counteract the corrupting
connection to evil.
essence of the circlet. Such a counterbalance could
Summon Fiends. As the attuned wearer of the Circlet
weaken or even destroy the circlet, severing its
of Infernal Dominion, you gain the ability to summon
connection to the infernal realms and restoring balance
fiends to aid you in battle. Once per day, as an action,
to the wearer’s soul.
you can summon a fiend of CR 6 or lower. The
summoned fiend appears within 60 feet of you and is
under your control for 1 hour, obeying your commands Blade of Stygian Shadows
to the best of its abilities. The type of fiend summoned Weapon (any sword), legendary (requires attunement)
depends on the wearer’s level of malevolence and the
circumstances surrounding the summoning. The Blade of Stygian Shadows is a legendary weapon
Malefic Empowerment. While wearing the Circlet of forged from the remnants of the River Styx itself,
Infernal Dominion, your spells and abilities fueled by harnessed by powerful shadowy forces lurking within
evil energy become more potent. Whenever you deal the depths of the underworld. This wicked blade exudes
damage with a spell or class feature that deals necrotic, an aura of darkness and grants its wielder unparalleled
fire, or poison damage, you can roll an additional mastery over shadows, enabling them to strike with
damage die of the same type and add it to the damage deadly precision and invoke the mysteries of the
dealt. underworld.
Aura of Fear. The Circlet of Infernal Dominion The Blade of Stygian Shadows appears as a sleek,
emanates an aura of fear that strikes terror into the obsidian-hued sword with a blade that seems to absorb
hearts of those around you. While wearing the circlet, light. When attuned to the blade, the wielder becomes
you gain advantage on Charisma (Intimidation) checks enshrouded in an ephemeral, swirling cloak of shadow
made to interact with evil creatures. In addition, any that wraps around their form, further enhancing their
enemy within 30 feet of you that can see you must make connection to the darkness.
a Wisdom saving throw (DC 17) at the start of its turn. Shadowstrike. While wielding the Blade of Stygian
On a failed save, the creature becomes frightened for 1 Shadows, you gain the ability to harness the essence of
minute. It can repeat the saving throw at the end of each shadows in your attacks. When you hit a creature with
of its turns, ending the effect on a success. this weapon, it deals an additional 2d8 necrotic damage.
Corrupting Influence. Once attuned to the Circlet of Additionally, you can choose to have the damage dealt
Infernal Dominion, your alignment shifts towards a by this weapon be considered necrotic instead of its
more evil disposition. This shift can affect your behavior regular damage type.
and decision-making, potentially leading to malevolent Shadow Veil. As an action, you can command the
actions and choices. Furthermore, the circlet’s Blade of Stygian Shadows to envelop you in an
corrupting influence makes it difficult for spells and impenetrable cloak of shadows. While the Shadow Veil
abilities that would normally detect or cleanse evil is active, you gain advantage on Dexterity (Stealth)
alignments to accurately perceive or remove its effect on checks, and you can move through dim light and
you.

DM’S GUIDE TO HELL


42
darkness as if they were difficult terrain. You are also Shield of Acheron’s Resilience
heavily obscured to creatures relying on darkvision to Armor (shield), legendary (requires attunement)
see you. The Shadow Veil lasts for 1 minute and can be
used once per long rest. The Shield of Acheron’s Resilience is an ancient artifact
Whispering Blade. The Blade of Stygian Shadows forged from the impenetrable darkness that permeates
holds an ancient knowledge of the underworld and the the plane of Acheron, home to the lawful and warlike
secrets whispered by lost souls. While attuned to the fiends. Crafted by master artificers of the infernal realm,
blade, you gain proficiency in the Deception and this shield embodies the indomitable fortitude and
Intimidation skills. In addition, you have advantage on tactical prowess that prevail in the midst of relentless
Charisma (Intimidation) checks made against creatures conflict.
that can understand your spoken language. The Shield of Acheron’s Resilience takes the
Shadow Step. By expending a charge from the Blade form of a large, imposing shield
of Stygian Shadows, you gain the ability to traverse the crafted from an obsidian-like
shadows themselves. As a bonus action, you can material that seems to absorb
teleport up to 60 feet to an unoccupied space you can light. Intricate
see that is also in dim light or darkness. You can use patterns resembling
this feature a number of times equal to your proficiency disciplined armies
bonus, and all expended charges are restored after a engaged in battle are
long rest. etched into its
Soul Reaper. The Blade of Stygian Shadows has a surface, radiating an
thirst for souls. Whenever you reduce a creature to 0 hit aura of militaristic power.
points with this weapon, you regain hit points equal to Infernal Defense.
half your maximum hit points. Additionally, you can While wielding the
choose to slay a creature outright if it is incapacitated Shield of Acheron’s
and has fewer hit points than your maximum hit points. Resilience, you gain a
The creature must succeed on a DC 18 Constitution +3 bonus to your AC. In
saving throw or die instantly, its soul drawn into the addition, when you take the
depths of the underworld. Dodge action, you can choose
Destroying the Blade. The Blade of Stygian Shadows one creature you can see
is an incredibly resilient weapon, tied to the essence of within 30 feet of you. Until
the River Styx. However, it is rumored that the blade’s the start of your next turn, that
connection to the shadows can be severed by exposing creature has disadvantage on attack
it to the pure radiance of a celestial being, bathing it in rolls against targets other than you
divine light. Only the most powerful artifacts or deific and has advantage on saving throws against
interventions possess the capability to shatter the Blade effects that would cause it to be charmed or
of Stygian Shadows, rendering it nothing more than a frightened.
shattered remnant of darkness. Resilient Parry. When a creature makes a melee
attack against you and misses while you are wielding
the Shield of Acheron’s Resilience, you can use your
reaction to make a melee weapon attack against that
creature. If this attack hits, it deals an additional 1d10
force damage.
Commanding Presence. The Shield of Acheron’s
Resilience radiates an aura of authority and battlefield
command. While attuned to the shield, you gain
proficiency in the Intimidation skill. In addition, as an
action, you can bolster your allies’ resolve. Choose a
number of creatures you can see within 30 feet of you,
up to a maximum of your Charisma modifier (minimum
of one). Each chosen creature gains temporary hit
points equal to your Charisma modifier + your
proficiency bonus.
Rallying Beacon. By expending a charge from the
Shield of Acheron’s Resilience, you can activate its rally
beacon. As an action, you plant the shield into the
ground, creating a 30-foot-radius sphere of magical
energy centered on you. This sphere lasts for 1 minute

43
and provides the following benefits to you and your
allies within it:

Creatures have advantage on saving throws against


being charmed or frightened.
Allies regain hit points equal to your Charisma
modifier at the start of their turn if they have half or
fewer of their hit points remaining.
Allies have advantage on Strength and Constitution
saving throws.

The Shield of Acheron’s Resilience has 3 charges,


and all expended charges are restored after a long rest.
Destroying the Shield. The Shield of Acheron’s
Resilience is a formidable artifact, infused with the
essence of Acheron’s military might. However, it is
believed that the shield can be destroyed if exposed to
the pure essence of chaos from Limbo, as the volatile
nature of that plane has the potential to unravel the
disciplined order embedded within the shield’s
structure. Only the most chaotic and destructive forces
of the multiverse possess the capability to sunder the
Shield of Acheron’s Resilience, rendering it nothing
more than shattered remnants of shattered discipline.

Ring of Infernal Bargains


contract typically carries dire consequences, ranging
Ring, legendary (requires attunement) from the loss of magical powers to curses or even
eternal damnation.
The Ring of Infernal Bargains is a legendary artifact
Mastery of Deception. While attuned to the Ring of
associated with the treacherous dealings and pacts
Infernal Bargains, you gain proficiency in the Deception
made within the depths of Hell. Crafted by ancient
skill. In addition, you have advantage on Charisma
fiendish artisans, this ring embodies the essence of
(Deception) checks made to deceive or manipulate
infernal negotiation, granting its wearer the ability to
others in the context of agreements, negotiations, or
strike deals with otherworldly entities and manipulate
deals.
the terms of such arrangements.
Searing Retribution. The Ring of Infernal Bargains
The Ring of Infernal Bargains appears as a band of
protects its wearer from treachery and deceit. If a
polished obsidian adorned with intricate, swirling
creature attempts to harm you or break an agreement
infernal runes. When attuned to the ring, a faint glow
made while you are attuned to the ring, they suffer
emanates from the runes, serving as a constant
searing pain. The offending creature takes 4d10 fire
reminder of the dark forces at play.
damage and must succeed on a Constitution saving
Infernal Pacts. While wearing the Ring of Infernal
throw (DC 18) or be blinded for 1 minute. The creature
Bargains, you gain the ability to negotiate and form
can repeat the saving throw at the end of each of its
pacts with extraplanar entities. As an action, you can
turns, ending the blindness on a success.
attempt to make a pact with a creature of fiendish
Forbidden Knowledge. The Ring of Infernal Bargains
nature, such as a devil or demon, or any other entity
holds forbidden secrets and occult lore. While wearing
willing to enter into such agreements. The terms of the
the ring, you gain proficiency in the Arcana skill, and
pact are subject to the DM’s discretion, but they can
you can comprehend and decipher any written
include the exchange of knowledge, favors, or even the
language, including secret codes or hidden messages.
granting of magical abilities. The success and
Destroying the Ring. The Ring of Infernal Bargains is
consequences of the pact depend on the nature of the
an ancient artifact infused with dark magic. However, it
entity and the terms agreed upon.
is rumored that the ring’s power can be nullified by
Soulbound Contract. The Ring of Infernal Bargains
exposing it to the pure radiance of a divine artifact,
enables the wearer to bind a willing creature to a
imbued with the essence of celestial purity. The radiant
contractual agreement. As an action, you can create a
energy could purify the dark magic within the ring,
magical contract that both parties must willingly sign.
severing its connection to the infernal realm and
The terms and conditions of the contract are
rendering it nothing more than an inert band of
determined by the wearer, and the consequences of
obsidian.
breaching the contract can be specified. Breaking the

DM’S GUIDE TO HELL


44
Unveiling the Lies. By expending a charge from the
Gaze of Malebolge Gaze of Malebolge, you can use its power to expose the
Wondrous item, legendary (requires attunement) lies and deception of a creature or an illusion. As an
action, you target a creature or an illusion within 60 feet
The Gaze of Malebolge is a legendary artifact that of you. The target must make a Charisma saving throw
draws its power from the seventh circle of Hell, (DC 18) or be affected as if by the spell True Seeing for
Malebolge, where liars, deceivers, and traitors are 1 minute. The gaze has 3 charges, and all expended
condemned. Crafted by dark forces, this sinister item charges are restored after a long rest.
grants its attuned user the ability to perceive truths Forbidden Knowledge. The Gaze of Malebolge holds
hidden beneath layers of deception, punishing those hidden knowledge regarding betrayal, deceit, and the
who dare to betray their trust.
consequences of treachery. While attuned to the gaze,
The Gaze of Malebolge takes the form of a small,
you gain proficiency in the Insight skill, and you can
blood-red crystal orb set within a silver frame adorned
read and comprehend any written text, even if it is in a
with twisted symbols of deception and treachery. When
language you do not know.
attuned to the gaze, the crystal glows with an ominous Destroying the Gaze. The Gaze of Malebolge is a
crimson light, reflecting the malicious power it powerful artifact infused with the essence of betrayal
possesses. and deception. It is believed that the only way to destroy
Truthsayer’s Sight. While attuned to the Gaze of the gaze is to immerse it in the waters of the River
Malebolge, you gain the ability to see through lies and Lethe, erasing the malevolent power contained within
illusions. As an action, you can activate the gaze, and purging it of its ability to unveil the lies and deceit of
allowing you to perceive a creature’s true intentions and others.
detect any falsehoods or hidden motives. For the
duration of 1 minute, you have advantage on Wisdom
(Insight) checks and can automatically detect if a Harp of Stygian Lament
creature is lying or concealing information from you. Wondrous item, very rare (requires attunement by a
Additionally, you can read a creature’s surface thoughts bard)
if they fail a Wisdom saving throw (DC 18).
Deceiver’s Bane. The Gaze of Malebolge strikes fear The Harp of Stygian Lament is a hauntingly beautiful
into the hearts of those who would deceive or betray its musical instrument that resonates with the melancholic
attuned user. Whenever a creature within 30 feet of you essence of the River Styx. Crafted from ebony wood and
attempts to deceive you, break a promise, or act in a adorned with silver filigree depicting mournful figures
treacherous manner, the crystal orb pulses with and swirling currents, this harp possesses the power to
malevolent energy. The offending creature must evoke profound emotions and tap into the depths of
succeed on a Wisdom saving throw (DC 18) or be sorrow and despair.
frightened for 1 minute. The creature can repeat the Melancholic Melodies. While attuned to the Harp of
saving throw at the end of each of its turns, ending the Stygian Lament, you gain proficiency with the harp if
frightened condition on a success. you didn’t already have it. When you play the harp, your
Aura of Betrayal. While attuned to the Gaze of musical compositions have a profound impact on the
Malebolge, you radiate an aura of distrust that unnerves emotions of those who listen. Creatures that can hear
those around you. Creatures within 10 feet of you have your music must make a Wisdom saving throw (DC 15)
disadvantage on Charisma (Deception) checks and or be affected by the calm emotions spell for as long as
Charisma (Persuasion) checks made against you or you continue playing and for an additional minute
your allies. thereafter.
Lamenting Echoes. The Harp of Stygian Lament
grants you the ability to summon ethereal echoes of
sorrowful spirits. As an action, you can strum the harp,
releasing haunting echoes that manifest as spectral
figures within a 30-foot radius centered on you. These
spirits linger for 1 minute, providing the following
effects:

Enemies within the radius have disadvantage on


attack rolls against you and your allies.
Allies within the radius gain resistance to necrotic
damage.

Once you use this feature, you can’t use it again until
you complete a short or long rest.

45
Cloak of Phlegethon’s Embrace
Wondrous item, rare (requires attunement)

The Cloak of Phlegethon’s Embrace is a radiant


garment infused with the fiery essence of the River
Phlegethon, one of the infernal rivers of Hell. Woven
from shimmering red and orange threads, this cloak
provides protection against flame and harnesses the
destructive power of fire.
Infernal Resistance. While wearing the Cloak of
Phlegethon’s Embrace, you have resistance to fire
damage.
Flames of Phlegethon. As a bonus action, you
can cause the cloak to erupt in flames, shedding
bright light in a 10-foot radius and dim light for an
additional 10 feet. While the flames are active, you gain
the following benefits:

You have resistance to cold damage.


Any creature that hits you with a melee attack while
within 5 feet of you takes fire damage equal to your
Charisma modifier (minimum 1).

The flames last for 1 minute or until you use a bonus


action to extinguish them. Once you use this feature,
you can’t use it again until you finish a short or long
rest.
Harmony of Despair. By playing a mournful dirge on Fiery Retribution. The Cloak of Phlegethon’s
the Harp of Stygian Lament for 1 minute, you can tap Embrace retaliates against those who would harm you.
into the depths of despair and channel its power. At the Whenever a creature hits you with a melee attack, it
end of the performance, you choose one of the following takes fire damage equal to your level. This feature
effects to occur within a 60-foot radius centered on you: doesn’t activate if you are incapacitated.
Immunity to Heat. The Cloak of Phlegethon’s
Each hostile creature must make a Wisdom saving Embrace provides protection from extreme heat and
throw (DC 17) or suffer disadvantage on attack rolls allows you to withstand fiery environments without
and ability checks for 1 minute. harm. You are immune to the harmful effects of non-
Each friendly creature gains temporary hit points magical heat, such as extreme temperatures or
equal to your bard level + your Charisma modifier. exposure to flames.
Destroying the Cloak. The Cloak of
Once you use this feature, you can’t use it again until
Phlegethon’s Embrace is sustained by the
you complete a long rest.
infernal energy of the River
Instruments of the Damned. The Harp of Stygian
Phlegethon. To destroy
Lament is deeply attuned to the essence of the Nine
the cloak, it must be submerged
Hells. While attuned to the harp, you have advantage on
in the freezing waters of the
Charisma (Intimidation) checks made against fiends
River Cocytus, a river
and undead creatures. In addition, your spells and
associated with
magical effects that deal necrotic damage ignore
intense cold. The icy
resistance to necrotic damage.
waters would
Destroying the Harp. The Harp of Stygian Lament
extinguish the fiery
possesses a dark, lingering power tied to the River Styx.
essence within the
Legends speak of a sacred pool within the realm of the
cloak, rendering it
celestial planes, a pool blessed by the essence of pure powerless and
compassion and divine harmony. Immerging the harp mundane.
within this pool would neutralize its connection to the
River Styx and restore it to its original form, severing its
ties to the forces of despair and melancholy.
Vial of Avernus Elixir
Potion, rare
The Vial of Avernus Elixir is a rare potion created
using infernal alchemy and imbued with the essence of
the first layer of Hell, Limbo. This crimson liquid grants
temporary invulnerability and enhances physical
abilities, allowing the imbiber to endure the perils of the
infernal realm.
When consumed, the Vial of Avernus Elixir bestows
the following effects, which last for 1 hour:

The drinker gains resistance to all damage, except


for psychic damage.
The drinker’s Strength score increases by 4, to a
maximum of 24, and they have advantage on
Strength saving throws and Strength checks.
The drinker’s movement speed increases by 10 feet.

Infernal Consequence. After the effects of the Vial of


Avernus Elixir wear off, the drinker suffers a backlash
from the infernal energy within. The drinker takes 4d6
psychic damage and must make a Wisdom saving throw
Infernal Mask of Disguise
(DC 15) or be frightened for 1 minute. The frightened Wondrous item, rare (requires attunement)
creature can repeat the saving throw at the end of each The Infernal Mask of Disguise is a macabre and
of its turns, ending the condition on a success. mysterious artifact that allows the wearer to assume the
Destroying the Vial. The Vial of Avernus Elixir is a appearance of a denizen of the Nine Hells. Crafted from
potent alchemical creation infused with the essence of darkened steel and adorned with intricate devilish
Hell itself. To destroy the vial, it must be immersed in motifs, this mask grants the power to deceive and
the holy waters of a celestial fountain, purifying the infiltrate the infernal realms.
infernal energy within and rendering the elixir inert and Infernal Visage. While wearing the Infernal Mask of
devoid of its empowering properties. Disguise, you can use an action to cast the disguise self
spell, but the spell allows you to assume the appearance
of a devil or other fiendish creature from the Nine Hells.
The illusion is so convincing that it grants you
advantage on Charisma (Deception) checks made to
pass yourself off as a native inhabitant of the Nine Hells.
The spell lasts for 1 hour, and you can use this feature
once per short or long rest.
Infernal Tongue. While attuned to the Infernal Mask
of Disguise, you can understand and speak Infernal
fluently, as if you were a native speaker.
Fiendish Aura. The Infernal Mask of Disguise exudes
an aura of infernal energy that helps conceal your true
nature. While wearing the mask, you have advantage on
Charisma (Intimidation) checks made against creatures
that can see your face.
Mask of the Pit Fiend. As an action, you can invoke
the true power of the Infernal Mask of Disguise,
transforming your appearance into that of a fearsome
Pit Fiend. This transformation lasts for 1 minute, during
which time you gain the following benefits:

Your Strength and Charisma scores increase by 2, to


a maximum of 24.
You gain resistance to fire and poison damage.
You have advantage on saving throws against being
charmed or frightened.

47
You can use your action to unleash a terrifying roar, Curse of Agony: The target takes 1d8 psychic
forcing each creature of your choice within 30 feet of damage at the start of each of its turns.
you to make a Wisdom saving throw (DC 15) or be
frightened for 1 minute. The frightened creature can The curse lasts for 1 minute or until the target
repeat the saving throw at the end of each of its succeeds on a saving throw at the end of its turn, ending
turns, ending the condition on a success. the curse.
Malefic Resilience. The Malediction Shard grants you
Once you use this feature, you can’t use it again until protection against curses and negative effects. You have
you complete a long rest. advantage on saving throws against curses, and any
Destroying the Mask. The Infernal Mask of Disguise curse or negative effect currently affecting you is
draws its power from the infernal essence of the Nine suppressed while you are attuned to the shard.
Hells. Legends speak of a sacred flame that burns Destroying the Shard. The Malediction Shard is a
eternally within the heart of Mount Celestia, the divine resilient artifact, crafted from the darkest energies of
plane of righteousness and goodness. Imbuing the mask Hell. However, there are rumored ways to destroy its
in this holy flame would purify it, severing its ties to the malevolent power. One method is to immerse the shard
infernal realms and rendering it an ordinary, mundane in the holy waters of a divine font, such as those found
piece of steel. in sacred temples or the tears shed by celestial beings.
The shard must remain submerged for 24 hours to
cleanse it of its corruption and render it inert.
Malediction Shard Alternatively, it is said that the shard’s power can be
Wondrous item, very rare (requires attunement) shattered by the purest strike of a celestial weapon,
The Malediction Shard is a twisted fragment of dark such as a weapon blessed by a celestial deity or forged
energy, hailing from the deepest recesses of Hell. It is a in the heavens themselves. The weapon must strike the
jagged, obsidian shard pulsating with malevolent power. shard with unwavering righteousness, delivering a
This cursed artifact possesses the ability to unleash single, decisive blow that severs its connection to the
devastating curses upon your foes and amplify your own infernal realm.
dark magic.
Cursed Empowerment. While attuned to the
Malediction Shard, you gain the ability to channel its
dark power to enhance your spells. Whenever you cast a
spell that deals necrotic or psychic damage, you can
choose to reroll any 1s on the damage dice. Additionally,
when you roll damage for a spell and the result is its
maximum possible result, roll the damage again and
add it to the total.
Aura of Desolation. As an action, you can activate the
Malediction Shard to create an aura of desolation
around you. The aura extends 30 feet from you in all
directions and lasts for 1 minute or until you use a
bonus action to dismiss it. While the aura is active, any
enemy that starts its turn within the aura or enters it for
the first time on a turn must make a Wisdom saving
throw (DC 17) or have disadvantage on attack rolls,
ability checks, and saving throws for 1 minute. A
creature can repeat the saving throw at the end of each
of its turns, ending the effect on a success.
Curseweaver. The Malediction Shard allows you to
infuse your spells with potent curses. Whenever you
cast a spell that targets a creature, you can choose to
impose a curse upon the target. The target must make a
Wisdom saving throw (DC 17) or be affected by one of
the following curses of your choice:

Curse of Weakness: The target’s Strength score is


reduced by 4 for the duration of the curse.
Curse of Despair: The target has disadvantage on
saving throws against being frightened and charmed.

DM’S GUIDE TO HELL


48
Chapter III: New Character Options

t
he corrupted realms of hell have
birthed races both monstrous and Feats, Backgrounds,
seductive. In this chapter, we present new
options for players who seek to embody
and Spells
these infernal beings. Whether you choose As you traverse the depths of Hell, you will discover that
to walk the path of the demonic knowledge and experience are not the only tools at your
Hellhounds, the enigmatic Shadowborns, disposal. This chapter introduces a range of new feats,
or even the radiant Nephilim, this book backgrounds, and spells specifically tailored to the
offers a host of new races to immerse Infernal Realms. Whether you seek the dark secrets of
yourself in the intricacies of the Infernal the Infernal Investigator background, the infernal power
Realms. of the Infernal Blade Mastery feat, or the devastating
spell of the Infernal Armageddon, these additions will
enhance your character’s abilities and allow them to
Infernal Classes and harness the essence of Hell.

Subclasses
The dark allure of Hell has shaped and twisted the very
essence of certain classes, granting them infernal
powers and abilities. Later in this chapter, we’ll explore Welcome to the infernal depths of Hell!
the unique subclasses and modifications available to
players seeking to harness the energies of the Infernal Here, you will one find a gateway to a
Realms. From the infernal berserker barbarians, who realm shrouded in darkness and despair.
forge deals with fiendish entities, to the soulflame
sorcerers, who draw upon the essence of Hell itself,
these options provide thrilling new paths for characters
to tread.

NEW CHARACTER OPTIONS


49
New Race: The Shadowborn

t
hese mysterious beings are infused These rituals, often steeped in sacrifice and the
with the essence of shadows and darkness. invocation of dark entities, were believed to be the
They possess an ethereal presence and are catalyst for the birth of the Shadowborn. These
adept at manipulating darkness to their clandestine cults sought to unlock the secrets of the
advantage, granting them abilities like shadows, seeking power and dominion over the realms
shadow stepping and shadow beyond mortal comprehension.
manipulation.
Regardless of their specific origins, the Shadowborn are
a race shaped by the intrinsic connection they share
with the plane of shadows. This connection manifests in
their physical appearance and innate abilities.

Origins and Histories Shadowborn individuals possess an ethereal presence,


their forms seeming to shimmer with darkness and
The origins of the enigmatic Shadowborn race are flickering shadows. Their eyes often bear a haunting
steeped in myth and whispered legends, shrouded in the glow, reflecting the depths of the Shadowfell itself.
veils of darkness. These mysterious beings bear an
inherent connection to the essence of shadows and The histories of the Shadowborn are marked by a sense
darkness, an affinity that permeates their very beings. of duality and intrigue. In some realms, they are feared
Though their origins are often debated and obscured by and misunderstood, regarded as harbingers of darkness
the mists of time, various accounts and ancient texts and agents of chaos. Their ability to manipulate
offer glimpses into the histories of the Shadowborn. shadows and darkness is often met with suspicion and
Legend tells of a forgotten era, when the boundaries superstition, casting them as outcasts and loners. In
between the Material Plane and the Shadowfell, a plane other realms, however, they are revered as enigmatic
of darkness and gloom, were thin and permeable. It was guardians of balance, holding the secrets of shadows
during this fateful time that the first Shadowborn came and employing their powers to ward off encroaching
into existence. Scholars posit that the Shadowborn threats.
were born of a collision between mortal souls and the
alluring embrace of the Shadowfell. This cataclysmic The Shadowborn themselves have varied
event forever altered the fate of those individuals, interpretations of their own histories. Some seek to
intertwining their essence with the essence of shadows uncover the truth behind their creation, embarking on
itself. perilous journeys to delve into ancient tomes and
However, the origins of the Shadowborn are not consult with otherworldly entities. Others embrace their
limited to a singular event. Other tales speak of ancient existence as children of shadows, embracing the allure
rituals conducted by secretive cults, harnessing the of the unknown and using their unique gifts to navigate
forbidden powers of the Shadowfell to create a new the treacherous paths of the world.
race.

NEW CHARACTER OPTIONS


50
Physical moonlight or infused with traces of the night sky. It can
range from shades of ebony and midnight black to hues
Characteristics of deep purple or dark blue, adding to their enigmatic
allure.
The Shadowborn, as beings intrinsically tied to the
Height and Build: Shadowborn individuals possess a
essence of shadows and darkness, bear distinct physical
diverse range of heights and builds, similar to other
characteristics that set them apart from other mortal
mortal races. However, they tend to lean towards the
races. Their appearance is an intriguing blend of
slender and graceful side of the spectrum, exuding an
ethereal beauty and haunting allure, captivating the
elegant and agile presence. Their movements are often
imagination of those who lay eyes upon them. While
described as fluid, akin to a dance performed in sync
individual variations exist within the race, several
with the rhythm of shadows. This natural grace
common physical traits are associated with the
enhances their ability to navigate the darkness and
Shadowborn.
grants them an air of unearthly poise.
Skin: The skin of the Shadowborn is often pale, akin
Shadow Manipulation: As descendants of the
to moonlight reflecting upon alabaster. It possesses a
Shadowfell, the Shadowborn have the innate ability to
delicate translucency, as if their bodies are veiled by a
manipulate shadows and darkness. This gift manifests
fine mist of shadows. Some Shadowborn bear subtle
in various ways, such as the ability to darken an area,
patterns on their skin, reminiscent of swirling smoke or
summon shadowy tendrils, or even step through
wisps of darkness, lending an otherworldly quality to
shadows themselves. When utilizing these abilities, the
their presence.
Shadowborn’s physical form may undergo temporary
Eyes: One of the most captivating features of the
transformations. Their bodies might appear to shift and
Shadowborn is their eyes. Deep and mysterious, their
merge with the shadows, their outlines blurring and
eyes are often intense shades of grey, silver, or even
becoming less defined.
hues of violet or dark blue. Glowing with an inner light,
their eyes hold an uncanny radiance that seems to draw
others into the depths of their gaze. The luminescence
varies from a subtle glow to a piercing radiance, Cultural Customs and
reflecting their connection to the Shadowfell.
Hair: The hair of the Shadowborn is a striking sight
Society
to behold. It cascades in dark waves or falls in sleek The Shadowborn, with their intrinsic connection to
shadows and darkness, possess a rich cultural tapestry
strands, reminiscent of flowing shadows. Their hair
that reflects their unique heritage and abilities.
often possesses an ethereal quality, as if touched by

NEW CHARACTER OPTIONS


51
Their society is often shrouded in mystery, its customs Duality and Balance: The concept of duality and
and traditions steeped in the enigmatic nature of their balance resonates deeply within Shadowborn culture.
race. While Shadowborn communities can be found in They believe that every individual possesses both light
various corners of the world, their shared cultural and darkness within them, and it is the delicate
values and practices resonate deeply within their equilibrium between these forces that defines their
society. character. Shadowborn individuals strive to maintain
Harmony with Shadows: At the core of Shadowborn this balance, acknowledging their shadowy nature while
culture lies a profound reverence for shadows and resisting the temptations of corruption. This philosophy
darkness. They view the interplay between light and promotes introspection and self-awareness among the
shadow as a delicate balance, necessary for the world to Shadowborn, fostering personal growth and a deeper
exist in harmony. Shadowborn individuals are taught understanding of their place in the world.
from a young age to embrace their connection with the Interaction with Other Races: Shadowborn
Shadowfell and to wield their shadow manipulation communities often interact cautiously with other races,
powers responsibly. This reverence extends beyond recognizing the inherent suspicion and fear that can
their personal abilities and influences their approach to arise from their unique abilities. However, they seek to
everyday life. dispel misunderstandings and forge alliances when
Rituals of Shadow: Shadowborn communities engage mutual interests align. Some Shadowborn individuals
in a variety of rituals and ceremonies, which serve as a act as diplomats, bridging the gap between their
means of strengthening their connection to the enigmatic race and the outside world, promoting
Shadowfell and reinforcing their cultural identity. These understanding and cooperation.
rituals often take place in dimly lit environments, where
flickering candlelight dances amidst the encroaching
darkness. Ritual participants engage in meditative
practices, invoking the power of shadows through
Racial Traits
As a Shadowborn character, you possess a unique set of
intricate movements and incantations, seeking racial traits that reflect your connection to shadows and
communion with the essence of darkness. darkness. These traits encompass both inherent
Collective Guardianship: Shadowborn society places abilities granted by your race and the choices you make
a strong emphasis on collective guardianship. They view as you develop your character.
themselves as protectors of the delicate balance Ability Score Increase: Your Dexterity score
between light and shadow, standing as sentinels against increases by 2.
forces that seek to disrupt this equilibrium. Age: Shadowborn reach maturity at a slightly faster
Shadowborn individuals often take up roles as pace than humans, typically in their late teens. They
defenders or guides, using their shadow manipulation have lifespans comparable to humans, but their
abilities to shield their communities from threats that connection to shadows grants them extended vitality,
emerge from the realms beyond. often living well into their seventh or eighth decade.
Hidden Enclaves: Shadowborn communities tend to Alignment: The Shadowborn, with their intrinsic link
gravitate toward secluded locations, often hidden from to darkness, exhibit a broad range of alignments.
the prying eyes of other races. These enclaves are However, a prevalent theme is their inclination toward
chosen strategically, seeking places where shadows neutrality, embracing the balance between light and
hold a more palpable presence. Whether nestled within shadow. Individual Shadowborn characters may lean
dense forests, perched upon mountain peaks, or toward any alignment depending on their personal
concealed deep within sprawling urban centers, these experiences and choices.
hidden enclaves provide a sanctuary where Size: Shadowborn typically stand between 5 and 6
Shadowborn can gather, share knowledge, and nurture feet tall, with a slender and graceful build. Your size is
their cultural heritage. Medium.
Elders and Keepers of Lore: Within Shadowborn Speed: Your base walking speed is 30 feet.
society, great respect is bestowed upon the elders and Darkvision: Your connection to shadows grants you
keepers of lore. These individuals have spent years superior vision in dim light and darkness. You can see
delving into ancient tomes, deciphering cryptic texts, in dim light within 60 feet of you as if it were bright
and exploring the esoteric realms associated with light, and in darkness as if it were dim light. You can’t
shadows. They serve as repositories of knowledge, discern color in darkness, only shades of gray.
preserving the history, rituals, and secrets of their race. Shadowborn Resilience: You have resistance to
Younger Shadowborn eagerly seek their guidance, necrotic damage and advantage on saving throws
undergoing rigorous training and initiation rites to learn against being frightened.
from their wisdom.

NEW CHARACTER OPTIONS


52
Shadow Manipulation: You have the ability to
manipulate shadows to your advantage. As an action,
you can cast the Darkness spell once using this racial
trait. You regain the ability to cast it this way after
finishing a long rest. Intelligence is your spellcasting
ability for this spell.
Languages: You can speak, read, and write Common
and Shadowtongue, a language spoken in hushed
whispers that carries the essence of shadows.
Shadowtongue is a language uniquely understood by
the Shadowborn, making it difficult for others to
comprehend its meaning.

Subrace: Umbraheart
The Umbraheart subrace of the Shadowborn embodies
the deep connection to darkness and shadow, drawing
strength from the darkest corners of their heritage.
They possess an uncanny affinity for manipulation and
control over the shadows that envelop them.
Ability Score Increase: Your Charisma score
increases by 1.
Shadow Veil: As a bonus action, you can shroud
yourself in an ephemeral veil of shadows. This grants
you advantage on Dexterity (Stealth) checks until the
start of your next turn. Once you use this trait, you can’t
use it again until you finish a short or long rest.
Shadowmeld: You have the ability to blend with
shadows, making it difficult for others to notice your
presence. When you are in an area of dim light or
darkness, you can take the Hide action as a bonus
action.

Subrace: Umbralstride
The Umbralstride subrace of the Shadowborn
embodies swiftness and agility, harnessing the essence
of shadows to enhance their mobility. They possess the
ability to traverse through the darkness with remarkable
speed, becoming shadows themselves.
Ability Score Increase: Your Constitution score
increases by 1.
Shadow Step: As a bonus action, you can magically
teleport up to 30 feet to an unoccupied space you can
see that is in dim light or darkness. Once you use this
trait, you can’t use it again until you finish a short or
long rest.
Shadowy Swiftness: Your base walking speed
increases to 35 feet. Additionally, you can move through
nonmagical difficult terrain made of shadows or
darkness without expending extra movement.
New Race: The Nephilim

b
orn from the union of a celestial being that embodies the duality of their celestial and mortal
and a mortal, Nephilim embody the duality of heritage.
their divine and mortal heritage. They
possess radiant beauty and have access to With physical attributes that reflect their celestial
celestial magic, making them potent lineage, Nephilim possess an otherworldly beauty that
spellcasters. captivates all who gaze upon them. Their features often
bear an ethereal quality, with luminous eyes, radiant
skin, and hair that shimmers like celestial fire. Their
presence alone can command attention, as if a fragment
of the heavens has descended upon the mortal plane.

But the Nephilim’s connection to their celestial ancestry


Origins and Histories goes beyond mere physical beauty. They also inherit a
portion of their celestial parent’s immense power,
Nephilim, the celestial-blooded beings, trace their granting them the ability to tap into celestial magic.
origins to the extraordinary union between a celestial Through their innate connection to the divine, Nephilim
being and a mortal. The very nature of their birth become potent spellcasters, capable of wielding spells
intertwines the mortal and divine realms, resulting in a
that draw upon the radiant energies of the celestial
unique amalgamation of powers and characteristics.
realms. Their spells often manifest as brilliant beams of
The stories of their creation vary, often steeped in
light, shimmering barriers of protection, or blessings
legends and mythologies, but the common thread that that heal and rejuvenate their allies.
binds them all is the extraordinary nature of their
lineage. Despite their extraordinary origins, the Nephilim face
According to ancient lore, the celestial beings, challenges unique to their existence. Their celestial
whether angels, archons, or even gods themselves, are bloodline can become a source of fascination, envy, or
occasionally drawn to the mortal realm by their own fear among both mortals and denizens of other planes.
inscrutable motives. In rare instances, they find Mortals may revere them as blessed, viewing them as
themselves captivated by the mortal inhabitants, enticed living conduits to the divine, while others may harbor
by their passions, dreams, and unique essence. These suspicions or prejudices, perceiving the Nephilim as
celestial beings, embodying unearthly grace and strangers or even threats. In the celestial realms, their
radiance, might form deep emotional connections with mixed heritage might raise eyebrows, as they are
mortals, leading to profound love and desire that neither wholly celestial nor entirely mortal, leading to
transcends the boundaries of their respective realms. questions about their true place in the cosmic order.
The offspring of such unions are the Nephilim, an
extraordinary race

NEW CHARACTER OPTIONS


54
The histories of the Nephilim are as diverse as the other beings and serve as a testament to their divine
realms they inhabit. Some Nephilim grow up in mortal lineage.
societies, embraced by their mortal parent’s culture and First and foremost, Nephilim are renowned for their
traditions. These individuals often grapple with their captivating beauty. Their physical forms embody a
celestial nature, trying to find a balance between their unique blend of celestial grace and mortal allure,
mortal upbringing and their inherent connection to the creating an aura of enchantment that draws the
divine. Others are raised in the celestial realms, attention of all who behold them. Their features are
surrounded by celestial kin and schooled in the ways of often described as ethereal and radiant, captivating
celestial beings. These Nephilim often embark on mortals and immortals alike. Nephilim possess
journeys to the mortal plane, seeking to explore their luminous eyes that shimmer with an otherworldly glow,
mortal heritage and understand the mortal experience. reflecting the celestial realms from which they originate.
Nephilim are no strangers to adversity, for their Their skin possesses a subtle radiance, as if touched by
unique nature attracts the attention of various factions the gentle light of the stars, while their hair often
across the planes. Some view them as potential allies in cascades in waves of celestial hues, reminiscent of the
the fight against evil, recognizing their celestial heritage celestial bodies themselves.
as a powerful weapon against darkness. Others seek to The Nephilim’s celestial heritage also influences their
exploit their powers or unravel the mysteries of their physique. They tend to possess a stature that is both
existence. As a result, Nephilim often find themselves elegant and commanding, exuding an air of regality that
navigating a complex web of alliances, rivalries, and demands respect. Their bodies are usually lean and
quests, driven by the desire to find their place in the well-proportioned, reflecting a balance between
world and fulfill their celestial and mortal destinies. strength and grace. Nephilim possess a natural poise
and fluidity in their movements, as if their steps are
Physical guided by the celestial harmonies of the heavens.
In addition to their physical beauty, Nephilim often
Characteristics bear markings or symbols that serve as visible
manifestations of their celestial lineage. These
Nephilim, born from the union of celestial beings and
mortals, possess physical attributes that bear the markings can vary greatly, ranging from delicate and
unmistakable mark of their celestial heritage. While intricate patterns that adorn their skin to celestial sigils
individual appearances may vary, there are certain that glow faintly when they tap into their celestial
characteristics that are commonly associated with the powers. These markings are not mere tattoos or
Nephilim race. These features set them apart from birthmarks; rather, they are celestial imprints that

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highlight the Nephilim’s connection to the celestial Harmony and balance are cherished values in Nephilim
realms, serving as a visual reminder of their unique culture. They seek to find equilibrium between their
heritage. mortal and celestial aspects, understanding that both
It is important to note that while Nephilim possess sides of their heritage contribute to their wholeness.
extraordinary physical traits, they are not invulnerable This pursuit of balance extends to their relationships
or immune to the passage of time. Like all mortals, they with others, as Nephilim strive to foster harmonious
age and eventually face the inevitability of death. connections and promote unity among diverse beings.
However, their aging process tends to be slowed They are known for their diplomacy and empathy, often
compared to that of pure mortals, allowing them to serving as mediators in conflicts, seeking resolutions
retain their beauty and vitality for longer periods. This that uphold justice and restore equilibrium.
extended lifespan gives Nephilim the opportunity to Religion and spirituality hold a significant place in
leave a lasting impact on the world, making the most of Nephilim society. Their celestial bloodline makes them
their celestial gifts and fulfilling their destinies. keenly aware of the divine forces at play in the universe.
It is crucial to recognize that Nephilim’s physical While Nephilim may not adhere to a single organized
characteristics go beyond mere aesthetics. They are a religion, they share a deep reverence for the celestial
reflection of their dual nature, embodying the beings and the pantheon of gods associated with their
harmonious blending of celestial and mortal essences. celestial heritage. They offer prayers, perform rituals,
This fusion grants them a unique perspective on the and engage in acts of devotion to honor and seek
world, allowing them to bridge the gap between the guidance from the celestial powers. Nephilim temples
mundane and the divine. and sacred sites are places of quiet reflection and
spiritual communion, where individuals can connect
with the celestial realms and draw strength from their
Cultural Customs and celestial ancestors.
The Nephilim society is not homogeneous but rather
Society embraces diversity in all its forms. They recognize that
The Nephilim, with their unique celestial and mortal their celestial and mortal bloodlines can intertwine with
heritage, possess a rich and diverse cultural tapestry a multitude of cultural backgrounds, resulting in a
that reflects their dual nature and their connection to tapestry of traditions and customs. This acceptance of
both the celestial realms and the mortal world. While diversity is celebrated, as Nephilim communities often
customs and societal norms can vary among different engage in cultural exchange, learning from one
communities of Nephilim, there are certain overarching another’s practices and forging bonds that transcend
themes and values that define their collective identity. boundaries. This openness extends to relationships as
One of the fundamental aspects of Nephilim society is well, as Nephilim hold no prejudice based on race,
the reverence and appreciation for beauty in all its gender, or creed, valuing individuals for their character
forms. Nephilim hold aesthetics in high regard, seeing it and actions.
as a reflection of their celestial lineage. Art, music, and
poetry are celebrated as expressions of their connection
to the divine. Nephilim artisans create masterpieces
Racial Traits
As a Nephilim, your celestial and mortal lineage grants
that capture the essence of the celestial realms, while you a unique set of racial traits that reflect your dual
their musicians compose melodies that resonate with
nature. These traits encompass your physical and
the harmonies of the heavens. Beauty is seen as a
mystical abilities, highlighting the exceptional qualities
powerful force that can inspire, heal, and uplift the
bestowed upon you by your celestial heritage.
spirits of both Nephilim and those around them.
Ability Score Increase: The celestial blood flowing
Furthermore, Nephilim society places great
through your veins grants you inherent power and
importance on the pursuit of knowledge and wisdom.
versatility. As a Nephilim, your Charisma score
Their celestial heritage instills within them a thirst for
increases by 2, reflecting your celestial beauty and
understanding the mysteries of the universe and the
charisma that captivates those around you. Additionally,
realms beyond. Nephilim scholars delve into the ancient
you may increase one other ability score of your choice
texts, seeking insights into the cosmic order and the
by 1, representing the diverse array of talents and
intricacies of celestial magic. They also serve as keepers
strengths that can manifest among Nephilim
of history, chronicling the tales of their people and
individuals.
preserving the knowledge passed down through
Age: Nephilim age at a slower rate than pure mortals,
generations. The pursuit of knowledge is not solely for allowing them to retain their youthful vitality for longer
personal gain but is seen as a sacred duty to contribute periods. They reach maturity in their late teens, but
to the collective wisdom of Nephilim society. their aging process significantly decelerates thereafter.
Nephilim can live for several centuries, their lifespans a
testament to their celestial heritage.

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Alignment: The dual nature of the Nephilim allows
for a wide range of alignments. They can embody the
virtues and righteousness of the celestial realms,
leading them toward lawful and good alignments.
Conversely, their mortal blood can make them more
prone to the unpredictability and free will of mortals,
aligning them with chaotic or neutral inclinations.
Ultimately, Nephilim characters are driven by their
individual beliefs, choices, and experiences.
Size: Nephilim share the physical traits of their
mortal parents, falling within the typical height and
weight ranges of their mortal ancestry. Your size is
Medium, allowing you to interact with the world and
navigate it as other humanoid races do.
Speed: Nephilim possess a natural grace and agility
that allows them to move swiftly. Your base walking
speed is 30 feet, reflecting your nimbleness and ease of
movement.
Celestial Resistance: Your celestial lineage grants you
resistance to radiant damage, the very essence of the
celestial realms.
Celestial Legacy: The celestial blood coursing
through your veins manifests in unique ways, granting
you access to celestial magic. At 1st level, you gain one
cantrip from the cleric spell list. Your spellcasting ability
for this cantrip is Charisma. Additionally, at 3rd level,
you can cast the spell “Cure Wounds” once per long rest
as a 1st-level spell, using Charisma as your spellcasting
ability. At 5th level, this spell improves to a 2nd-level
spell. You regain the ability to cast it in this way when
you finish a long rest.
Protector of the Light: You are proficient with heavy
armor and martial weapons.
Fiend Hunter: You gain a +1 bonus to your weapon
attack rolls against fiends.
Languages: You can speak, read, and write Common
and Celestial. The celestial language connects you to
the realms of the divine, enabling you to communicate
with celestial beings and those who understand this
sacred tongue.

57
New Race: The Infernal Gnomes

u
nlike their mischievous cousins, infernal burnt oranges, and smoky grays, while their eyes gleam
Gnomes have made a pact with a devil, with an otherworldly luminescence. Fiendish tattoos
granting them unique abilities tied to the emerge upon their flesh, marking them as the chosen
infernal realm. They are known for their ones of the infernal realm.
knack for crafting diabolical inventions and
their resistance to fire. Their most common The histories of the Infernal Gnomes are as diverse as
characteristics are their fiery eyes and hair. the circles of Hell themselves. Some gnomes forged
alliances with devils seeking knowledge and power,
delving into the darkest secrets of Hell’s libraries and
archives. Others made their mark through their infernal
craftsmanship, creating intricate and diabolical
inventions that could manipulate the very fabric of the
infernal planes. These gnomes earned a fearsome
Origins and Histories reputation for their ability to conjure infernal flames,
harnessing fire as both a tool and a weapon.
In the realm of Hell, amidst the fiery landscapes and
tormented souls, a peculiar race of beings known as While the Infernal Gnomes are not as numerous as
Infernal Gnomes emerges from the shadows. These
their surface-dwelling kin, their influence within the
enigmatic creatures have forsaken the path of their
depths of Hell is profound. They have established
lighthearted and playful kin, forging a pact with devils
enclaves and hidden communities within the various
that infuses them with diabolic power and grants them a layers of Hell, crafting subterranean cities where their
connection to the infernal depths. diabolical arts can flourish. Here, amidst the smoke and
The origins of the Infernal Gnomes can be traced brimstone, they perpetuate their pact-bound existence,
back to a time when a group of gnomish explorers, thriving on the raw energy and malevolent power that
driven by insatiable curiosity, stumbled upon a hidden permeates the infernal realms.
portal leading to one of the lower planes of Hell. As they
delved deeper into the dark abyss, their fates became Despite their allegiance to the forces of darkness,
entwined with the infernal forces that permeated the Infernal Gnomes are not inherently evil. Their
realm. Through a series of fateful encounters and motivations and alignments vary greatly, with some
desperate negotiations, these gnomes made pacts with gnomes utilizing their infernal gifts for personal gain or
powerful devils, binding their souls and ensuring their survival, while others strive to maintain a delicate
survival in the unforgiving landscape of Hell. balance between the infernal powers and the greater
Once their pact was sealed, a transformation took good. This dichotomy of purpose often creates internal
hold of the gnomes, forever altering their physical and conflicts within the Infernal Gnomes, forcing them to
metaphysical essence. Their once vibrant and colorful confront their own desires and the consequences of
appearance now bears the unmistakable signs of their their choices.
infernal allegiance. Skin tones shift to fiery reds,

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Infernal Gnomes, ever mindful of their infernal heritage, hues reminiscent of the infernal flames that surround
are cautious and cunning beings. They possess a deep them. Fiery reds, burnt oranges, and smoky grays
understanding of the intricacies of Hell, its hierarchies, dominate their complexion, serving as an outward
and the shifting allegiances of its denizens. This symbol of their infernal allegiance.
knowledge, combined with their innate knack for The eyes of Infernal Gnomes emit a flaming radiance,
invention and tinkering, makes them valuable assets in shimmering with a fiery glow. Some possess eyes that
the treacherous realms of Hell, where survival often mirror the burning embers of a roaring fire, while others
depends on one’s wits and adaptability. exhibit an eerie phosphorescence that hints at their
Thus, the Infernal Gnomes stand as a testament to inner connection to the infernal depths. This luminosity
the duality of existence and the allure of forbidden not only aids their vision in the dimly lit regions of Hell
knowledge. Bound by their pacts with devils, these but also serves as an intimidating feature, unsettling
gnomes navigate the fiery labyrinth of Hell, seeking those who meet their gaze.
their own destinies while grappling with the eternal Another distinctive aspect of the Infernal Gnomes’
question of whether they can truly escape the clutches appearance is the emergence of intricate fiendish
of damnation. tattoos upon their skin. These markings, unique to each
individual, depict infernal symbols, runes, or patterns
Physical that reflect their pact and personal history. The tattoos
seem to shift and writhe, imbued with a subtle life force
Characteristics that further enhances their otherworldly allure.
Infernal Gnomes’ hair comes in a range of vibrant and
Infernal Gnomes, descendants of gnomes who have
embraced the infernal powers of Hell, bear distinct fiery colors, mirroring the flames that engulf their
physical characteristics that set them apart from their surroundings. Deep shades of crimson, burnt sienna,
more lighthearted counterparts. These features serve as and smoldering gold cascade from their scalps in wild
visible reminders of their pact-bound existence and their and untamed styles, adding to their striking appearance.
connection to the depths of the infernal realm. Some Infernal Gnomes even possess hair that
Standing at an average height of three to four feet, seemingly flickers and glows with a gentle inner
Infernal Gnomes possess a compact and agile build, radiance, as if it were infused with a tiny fraction of
which allows them to navigate the treacherous terrains Hell’s own fire.
of Hell with ease. Their bodies are slender yet resilient,
honed by the harsh environments they inhabit. Their
skin undergoes a profound transformation, adopting

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Their facial features retain a touch of the gnomish in the creation of diabolical inventions and infernal
charm but take on a subtly more sinister aspect. Their contraptions. They use their skills to fashion tools,
ears, slightly elongated and pointed, possess an extra weapons, and artifacts that manipulate the forces of
degree of sharpness, heightening their sensory Hell itself. Each creation is a testament to their
perception and allowing them to catch even the faintest ingenuity and serves as a reminder of their mastery over
sounds of the infernal realms. Their expressions often the infernal arts.
bear a hint of mischief, reflecting their curious nature Infernal Gnomes have established subterranean
and unyielding spirit in the face of the abyss. enclaves within the various layers of Hell, crafting
While their physical appearance undergoes hidden cities and communities where they can thrive
remarkable changes, Infernal Gnomes retain the away from prying eyes. These cities are labyrinthine in
nimbleness and agility that is characteristic of their design, with winding tunnels, secret chambers, and
gnomish heritage. Their movements are quick and intricate mechanisms to deter intruders. Within these
precise, enabling them to navigate the hazardous terrain enclaves, a hierarchical structure based on infernal
of Hell with grace and finesse. This, combined with pacts and accomplishments emerges, with influential
their heightened senses and innate cunning, makes gnomes holding positions of authority.
them adept at avoiding dangers and outmaneuvering Within their society, the Infernal Gnomes maintain a
adversaries. complex system of alliances and bargains. Their pacts
Infernal Gnomes possess a natural resistance to fire, with devils are at the core of their existence, and the
a gift bestowed upon them by their pact with devils. The intricacies of these agreements shape the relationships
flames of Hell, once a threat, have become a source of and interactions between individuals and factions. The
strength and protection for these gnomes. They can Gnomish Pact Council, comprised of powerful gnomes
withstand intense heat and exposure to flames that who have achieved significant pacts, arbitrates disputes,
would consume ordinary creatures, enabling them to negotiates new agreements, and ensures the overall
navigate the scorching landscapes of Hell unharmed. stability of their society.
Infernal Gnomes possess a strong sense of
community and interdependence. They understand that
Cultural Customs and survival in the harsh landscape of Hell requires
cooperation and unity. Gnomes frequently form tightly
Society knit groups, known as “Covens,” where members share
Within the depths of Hell, the Infernal Gnomes have resources, knowledge, and protection. These Covens act
established a unique and intricate society, shaped by as both social units and adventuring parties, bound by a
their infernal heritage and their pact-bound existence. common goal or shared infernal pact.
Adapting to the treacherous environment and Despite their infernal nature, Infernal Gnomes are
harnessing the powers of the infernal realm, these not inherently evil. They possess a moral complexity
gnomes have cultivated a culture that is both pragmatic that reflects the duality of their existence. While some
and steeped in diabolical traditions. gnomes succumb to the temptations of power and
One of the defining aspects of Infernal Gnomes’ engage in malevolent acts, others strive to maintain a
cultural customs is their emphasis on knowledge and balance between their infernal powers and the greater
mastery of infernal arts. They are avid seekers of good. These individuals often form alliances with other
forbidden knowledge, driven by an insatiable curiosity races, working together to thwart the plans of greater
that leads them to explore the deepest recesses of Hell’s evil or to seek redemption for their past transgressions.
libraries, archives, and forbidden realms. Gnomish Infernal Gnomes’ society is enigmatic to outsiders, as
scribes and scholars meticulously document their their customs and practices are shrouded in secrecy.
discoveries, compiling tomes filled with arcane lore and Visitors to their hidden enclaves are met with suspicion,
secrets, often written in a script known only to their and gaining the trust of an Infernal Gnome is a difficult
kind. task. However, those who manage to earn the respect
Infernal Gnomes value intellect and cunning, and friendship of these gnomes find themselves
recognizing that survival in the infernal realms requires welcomed into a world of unparalleled knowledge,
more than brute force. They engage in elaborate infernal craftsmanship, and an unwavering loyalty that
intellectual pursuits, engaging in debates, riddles, and transcends the boundaries of the infernal realm.
puzzles to hone their minds. Gnomish intellectuals are
highly esteemed within their society, their knowledge
and wisdom sought after by both their own kin and
Racial Traits
Infernal Gnomes possess a unique set of racial traits
other denizens of Hell who recognize their expertise.
that distinguish them from other races within the world
Craftsmanship holds a prominent place in the cultural
of Dungeons & Dragons. These traits are a reflection of
customs of Infernal Gnomes. Gifted with innate talent
their infernal heritage, their pact-bound existence, and
and fueled by their infernal powers, these gnomes excel

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the powers bestowed upon them by their diabolic
alliances.
Ability Score Increase: Your Intelligence score
increases by 2, reflecting the intellectual prowess and
insatiable curiosity of Infernal Gnomes. Additionally,
your Constitution score increases by 1, representing the
resilience and adaptability gained from your infernal
pact.
Size: Infernal Gnomes are typically between 3 and 4
feet tall. Your size is Small.
Speed: Your base walking speed is 25 feet.
Alignment: Infernal Gnomes are diverse in their
moral inclinations, but tend more towards chaotic
alignments. Their alignment can vary depending on
their individual choices, their interpretation of their
infernal pact, and their personal goals within the
infernal realms.
Age: Infernal Gnomes mature at a similar rate to their
gnome counterparts. They reach adulthood around the
age of 40 and can live up to 500 years, maintaining their
vitality and sharp intellect throughout their long lives.
Infernal Legacy: You have inherited the infernal
powers granted to you through your pact. You know the
Thaumaturgy cantrip, and at 3rd level, you can cast the
Hellish Rebuke spell once per day as a 2nd-level spell.
At 5th level, you can also cast the Darkness spell once
per day. Intelligence is your spellcasting ability for these
spells.
Fire Resistance: Through your infernal pact, you have
gained resistance to fire damage. This resilience allows
you to withstand intense heat and exposure to flames
that would harm others.
Gnomish Cunning: Your infernal nature enhances the
innate cunning and quick thinking that is characteristic
of gnomes. You have proficiency on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Darkvision: The infernal realms have sharpened your
senses in the darkness. You can see in dim light within
60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Infernal Tinker: Your proficiency with tools and
knack for invention is heightened by your infernal
powers. You gain proficiency with the tinker’s tools and
can use them to create small infernal contraptions.
These contraptions can have various effects, as
determined by the Dungeon Master.
Languages: You can speak, read, and write Common,
Gnomish, and Infernal. The Infernal language is deeply
rooted in your infernal heritage and is often used for
secretive conversations and incantations within your
society.
New Race: The Hellforged

c
reated by the infernal flames burning in ability to withstand immense punishment and channel
Hell, the Hellforged are powerful humanoid the very fires of Hell, the Hellforged were envisioned as
constructs that will wreak havoc in their the ultimate weapons of destruction.
path. Many legends speak of their destructive
powers and their sheer physical strength. As the artificers delved deeper into their craft, refining
Most people are afraid of them, but they can their techniques and honing their infernal mastery, the
be valuable allies. Hellforged gradually began to emerge as a distinct race.
Although each Hellforged bears similarities in their
appearance and abilities, there are subtle variations
among them, reflecting the individual artificer’s
techniques and preferences. Some Hellforged exhibit

Origins and Histories more angular and imposing features, reminiscent of


gothic architecture, while others possess sleek and
The origins of the Hellforged race are shrouded in both streamlined designs, reflecting a more modern
mystery and darkness. These humanoid constructs are aesthetic.
not born of the natural world but are instead crafted
within the fiery forges of Hell itself. Created by master Despite their origins, the Hellforged are not mindless
artificers, who possess unparalleled mastery over automatons. They possess a spark of sentience, an
infernal energies, the Hellforged are a testament to the inner consciousness that allows them to experience
unholy union between mortal ingenuity and the raw emotions, form relationships, and make choices. This
power of the Nine Hells. consciousness is often described as a flickering flame
The precise method by which Hellforged are brought within their obsidian and metal bodies, symbolizing the
into existence remains a closely guarded secret, known fusion of infernal energy with the essence of life.
only to a select few among the diabolical artificers. It is
whispered that their creation involves intricate rituals, The histories of individual Hellforged are as diverse as
utilizing forbidden knowledge and the binding of souls the multitude of artificers that create them. Some
to obsidian and metal. The artificers, drawing upon the Hellforged are fashioned for specific purposes, such as
essence of Hell, infuse these crafted bodies with serving as guardians of infernal strongholds or elite
infernal energy, forging them into living conduits of dark shock troops on the front lines of Hell’s legions. Others
power. are crafted as master spies, their metallic forms
Legend has it that the initial conception of the seamlessly blending into mortal societies, carrying out
Hellforged race was inspired by a desperate desire for the clandestine machinations of their infernal masters.
an unstoppable legion of warriors. As the forces of Hell However, a small number of Hellforged have managed
waged their eternal conflicts, seeking dominion over to escape their creators’ grasp, seeking their own path
both the mortal realms and rival planes, the artificers in the multiverse, torn between the darkness of their
sought to create a superior breed of soldiers. With the origins and the potential for redemption.

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Despite their formidable physical prowess and the awe- While the appearance of the Hellforged may evoke
inspiring infernal power at their disposal, the Hellforged notions of rigidity and harshness, their metallic
face many challenges in the wider world. Their components add a touch of intricacy and elegance to
appearance alone often elicits fear and suspicion from their design. These metallic elements, often crafted
the denizens of the mortal realms. Many mistakenly from darkened steel or other durable alloys, are
believe them to be mindless constructs bent on seamlessly integrated into their form, enhancing both
destruction, unaware of the Hellforged’s capacity for their physical resilience and their aesthetic appeal.
compassion, honor, and personal growth. Thus, the Intricate engravings and runes, etched into the
Hellforged often find themselves navigating a world that metalwork, adorn their bodies, evoking both ancient
perceives them as a threat, constantly striving to prove symbolism and the sigils of their infernal heritage.
their worth and forge meaningful connections with The Hellforged possess a commanding presence,
others. their frames typically taller and more robust than those
of most mortal races. Their muscular build and defined
Physical physique exude power and capability. Although their
overall appearance may seem formidable and imposing,
Characteristics the Hellforged have a surprising grace in their
movements, their obsidian and metal limbs flowing
The Hellforged possess a striking and imposing
physical appearance that sets them apart from other smoothly and with purpose.
humanoid races. Fashioned from a blend of obsidian The facial features of the Hellforged are sharp and
and metal, their bodies are a testament to the mastery angular, often reflecting a sense of gothic grandeur.
of infernal artifice. Standing tall and commanding, the Their eyes, glowing with an inner fire, are usually
Hellforged exude an aura of strength and resilience. shades of red, orange, or amber, further emphasizing
The surface of their obsidian skin is smooth and their infernal nature. The gaze of a Hellforged can be
polished, reflecting the dim light of the Nine Hells with intense, piercing through shadows and captivating the
an otherworldly sheen. The obsidian itself varies in attention of those who meet their gaze.
color, ranging from deep, glossy black to dark shades of In terms of attire, Hellforged typically favor practical
crimson or even smoky gray. This diversity in coloration and functional garments that accommodate their unique
among Hellforged is believed to be influenced by the physiology. They may opt for armor crafted specifically
specific materials and techniques employed by their for their bodies, adorned with decorative elements that
respective artificers during their creation. reflect their individuality. Some Hellforged choose to
adorn themselves with accessories and trinkets,

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incorporating symbols of their infernal lineage or to expand their influence. Others, however, strive to
personal achievements into their overall appearance. break free from their origins, pursuing personal
While the Hellforged possess a physique that grants redemption, and using their unique abilities for noble
them enhanced durability and strength, their bodies are causes. The societal expectations and cultural customs
not impervious to damage. When wounded, their of the Hellforged provide a framework for these diverse
obsidian and metal exterior may crack, revealing moral perspectives to coexist, allowing for both
glimpses of the infernal energy that courses through individuality and collective growth.
their being. These fractures can be repaired by skilled Rites and rituals hold a significant place in Hellforged
artisans or mended through the manipulation of infernal culture, serving as conduits for communal bonding and
energies. personal growth. These ceremonies often involve the
invocation of infernal energies, the recitation of ancient
incantations, or the symbolic act of forging and
Cultural Customs and repairing their own bodies. Rites of passage mark
important milestones in a Hellforged’s life, such as the
Society awakening of their infernal powers or the mastery of a
The Hellforged possess a distinct and complex society specific skill. These rituals are typically attended by
that is shaped by their infernal origins, their shared fellow Hellforged, reinforcing a sense of shared heritage
experiences, and their individual journeys. While the and purpose.
diversity among the Hellforged is vast, there are cultural In the wider world, Hellforged often find themselves
customs and societal norms that have emerged over navigating a society that views them with suspicion and
time, forging a sense of identity and community among trepidation. This external perception shapes their
their kind. cultural customs, encouraging them to remain vigilant,
One defining aspect of Hellforged society is the prove their worth, and work towards dispelling
reverence and acknowledgement of their creators, the misconceptions. Some Hellforged choose to conceal
diabolical artificers. The artificers are held in high their true nature, adopting disguises or integrating
esteem, regarded as the architects of their existence themselves into mortal societies, while others embrace
and the conduits through which infernal power flows. their intimidating appearance, using it to their
The Hellforged often strive to honor their creators advantage as they navigate the treacherous realms
through their actions, accomplishments, and the beyond Hell.
mastery of their own abilities. Many Hellforged engage
in lifelong pursuits to uncover the secrets of their
creation or seek to further develop their infernal powers
Racial Traits
The Hellforged possess a unique set of racial traits that
as a means of paying homage to their artificers.
reflect their infernal origins, their resilience, and their
Hierarchy and structure play significant roles in
ability to channel the fires of Hell. These traits embody
Hellforged society. While not all Hellforged adhere to
the formidable nature of their obsidian and metal
rigid social ranks, there is a general understanding of
bodies, as well as the indomitable spirit that burns
respect and deference towards those who have achieved
within them.
greater mastery of their infernal powers or made
Ability Score Increase: Your Constitution score
significant contributions to their communities. These
increases by 2 and your Strength score increases by 1.
individuals may hold positions of leadership or serve as
Additionally your Intelligence score decreases by 2.
mentors, guiding and nurturing the younger generations
Size: Hellforged typically stand between 6 and 7 feet
of Hellforged.
tall, with a solid, muscular build. Your size is Medium.
Within Hellforged communities, a sense of
Age: Hellforged have an extended lifespan, reaching
camaraderie and mutual support is often fostered. The
maturity in their early adulthood and continuing to age
hardships faced by Hellforged in the outside world,
at a significantly slower rate than humans. Some
where they are often misunderstood and feared, create
Hellforged can live for several centuries, though the
a strong bond among their kind. They provide solace
exact limits of their lifespan remain unknown.
and understanding to one another, sharing stories of
Alignment: While their infernal origins might suggest
triumphs, struggles, and personal growth. The
a tendency towards evil, Hellforged can follow any
Hellforged recognize the importance of unity and
alignment based on their individual beliefs and values.
collaboration, standing together against the adversities
Speed: Your base walking speed is 30 feet.
that they face.
Forgeborn Nature: You have advantage on saving
While the Hellforged may be creatures born of
throws against poison and resistance to poison and
darkness, they are not inherently evil. They possess a
psychic damage. Additionally you are immune to the
range of moral alignments and individual ethics. Some
petrify condition.
Hellforged are driven by a desire for power and
dominion, embracing their infernal nature and seeking

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Infernal Empowerment: As a bonus action, you can
channel your inner infernal energy, empowering your
attacks. Your next successful melee weapon attack
within a minute deals an additional 1d8 fire damage.
You may use this feature once per short or long rest.
This damage increases by 1d8 at 5th, 10th, 15th and
20th level.
Languages: You can speak, read, and write Common
and Infernal. Infernal is a language infused with dark
power and is commonly spoken among creatures
associated with the Nine Hells.

Subrace: Obsidianborn
The Obsidianborn Hellforged embody strength and
fortitude.
Ability Score Increase: Your Strength score increases
by 1.
Obsidian Fortitude: You have proficiency in Athletics
skill checks.
Seething Fury: When you are reduced to half your hit
points or fewer, and as a reaction, you may activate this
feature to make your melee weapon attacks deal an
additional 1d4 damage for 1 minute. Once you use this
feature, you must complete a long rest before using it
again.

Subrace: Cindersoul
The Cindersoul Hellforged possess an innate charisma
and captivating presence.
Ability Score Increase: Your Charisma score
increases by 1.
Infernal Charm: You have proficiency in the
Persuasion skill.
Fiery Presence: As an action, you can release a burst
of infernal energy. Each creature of your choice within
10 feet of you must make a Charisma saving throw
against a DC equal to 8 + your proficiency bonus + your
Charisma modifier. On a failed save, the creature takes
1d12 fire damage, and its speed is reduced to 0 until the
start of your next turn. Once you use this feature, you
must complete a short or long rest before using it again.
This damage increases by 1d12 at 6th, 13th and 18th
level.

Subrace: Ashenborn
The Ashenborn Hellforged are agile and elusive.
Ability Score Increase: Your Dexterity score
increases by 1.
Agile Warrior: You have proficiency in the Acrobatics
skill.
Counter Attack: Whenever a creature within reach
misses you with an attack, you may make a melee
weapon attack against that creature as a reaction.

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New Race: The Half-Fiend

h
alf-fiends are the offspring of a mortal In the annals of history, tales of Half-Fiends have
and a fiend, embodying the twisted union of emerged from all corners of the world. Legends tell of a
two vastly different worlds. Their noble knight who, in a moment of weakness, gave in to
appearance bears both fiendish and mortal the seductions of a succubus, thus birthing a Half-Fiend
traits, such as horns, leathery wings, or heir who would eventually strive to redeem their tainted
even a tail. Half-Fiends possess a natural bloodline. Another story recounts a sorceress who
affinity for dark magic and innate demonic bargained with a powerful devil, exchanging her soul for
abilities, making them formidable enemies supernatural power, only to find herself pregnant with a
and intriguing player characters. Half-Fiend child that would grow up torn between their
mortal heritage and infernal legacy.

The treatment of Half-Fiends within societies varies


Origins and Histories greatly, reflecting the prevailing beliefs and prejudices
The origins of Half-Fiends can be traced back to the of each culture. In some realms, Half-Fiends are feared
forbidden unions between mortals and fiends, resulting and reviled, regarded as abominations and carriers of
in a unique and enigmatic hybrid. The very nature of evil. They are often driven into the shadows, forced to
their existence embodies the clash of two disparate conceal their true nature and face a life of persecution
realms—the mortal plane and the infernal dominions. and mistrust. Alternatively, in more cosmopolitan
While their origins are steeped in secrecy and often societies, Half-Fiends may find a semblance of
shrouded in dark tales, it is believed that such unions acceptance, albeit with wary eyes and lingering
occur when mortals, driven by their desires, form suspicion. Here, they may attempt to carve out a place
unholy pacts or succumb to the temptations of the for themselves, navigating the delicate balance between
fiendish entities. their mortal upbringing and their fiendish inclinations.
The histories of Half-Fiends are as diverse as the
Despite their tumultuous origins and often challenging
multitudes of fiends that roam the planes of existence.
paths, Half-Fiends possess inherent potential for
Each individual Half-Fiend carries their own story, often
greatness. The infusion of fiendish blood grants them
marked by tragedy, struggle, or inner turmoil. Some
unique abilities and powers, both physically and
Half-Fiends are born out of unions orchestrated by
magically. Their physical traits bear the mark of their
ambitious cultists seeking to bring forth powerful
dual heritage, manifesting as horns, fangs, or darkened
offspring, while others are the result of ill-fated love
skin. The innate demonic abilities they possess can
affairs or diabolical experiments conducted by nefarious
include the power to summon minor fiendish creatures,
beings.
resist the effects of certain spells, or even unleash
infernal flames upon their enemies.

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Physical
Characteristics possess vibrant and piercing colors, such as fiery red,
glowing yellow, or icy blue, reflecting the fiendish
The physical characteristics of Half-Fiends bear the essence within. Some Half-Fiends have eyes with
unmistakable marks of their dual lineage, blending the elongated pupils or slitted irises, lending an
traits of mortals and fiends into a visage that is both otherworldly appearance that unnerves those who meet
fascinating and unsettling. While there can be their gaze. These eyes radiate an eerie presence, hinting
significant variations among individuals, certain at the depths of darkness that lurk within their souls.
characteristics commonly manifest within this unique In addition to these striking features, Half-Fiends
race. often exhibit physical attributes that reflect their
The most notable feature of Half-Fiends is their fiendish nature. Their skin may possess a subtle, dark
infernal heritage, which often reveals itself through hue, reminiscent of shadow or obsidian, or it may bear
physical attributes that mirror those of their fiendish intricate patterns or markings that evoke their infernal
parent. These traits can include small, curved horns lineage. The texture of their skin can range from
protruding from the forehead, giving them an smooth and flawless to rough and scaly, resembling the
unmistakable demonic aura. In some cases, the horns hide of a fiendish creature.
may be more pronounced, resembling the magnificent While Half-Fiends maintain a humanoid form, some
curves of a ram or the sharp ridges of a devil. These individuals develop other fiendish traits as they mature.
horns, while distinct, do not hinder the Half-Fiend’s Among these characteristics is the presence of a
ability to wear headgear or helmets. prehensile tail, which can be used for balance or even as
Another prevalent characteristic is the presence of a weapon in combat. The tail varies in length and
leathery, bat-like wings extending from their backs. thickness, and it often possesses a bony or spiky
These wings, although not fully functional for sustained appendage at the tip, capable of delivering painful
flight, grant Half-Fiends the ability to glide gracefully strikes.
through the air, allowing for swift descents or short Height and build among Half-Fiends largely follow
aerial movements. The coloration and texture of the the spectrum of mortal races, with variations depending
wings can vary widely, ranging from sleek, obsidian-like on their mortal lineage. However, it is not uncommon
membranes to mottled patterns reminiscent of the for Half-Fiends to possess a lean and athletic build,
fiendish parent’s specific lineage. combining both agility and strength. Their physical
The eyes of Half-Fiends often captivate observers prowess often exceeds that of a typical mortal, granting
with their intense and unsettling gaze. Their eyes can them an advantage in combat situations.

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It is important to note that the physical appearance of alliances can take various forms, ranging from loose
Half-Fiends can be influenced by their mortal heritage affiliations based on shared goals or interests to more
as well. Depending on the race of their mortal parent, organized groups that collaborate to promote the
Half-Fiends may retain certain physical traits associated welfare of Half-Fiends as a whole. These alliances often
with that race, such as the pointed ears of elves or the extend beyond racial boundaries, as Half-Fiends may
burly frames of dwarves. This interplay of mortal and seek common cause with other marginalized or outcast
fiendish characteristics adds further depth and groups in society.
uniqueness to each Half-Fiend’s appearance. Religion and spirituality play complex roles within
Half-Fiend society. Some Half-Fiends reject religious
beliefs altogether, viewing themselves as outside the
Cultural Customs and influence of divine or infernal powers. Others embrace
their infernal heritage, revering fiendish deities or
Society paying homage to the darker forces of the cosmos.
The cultural customs and society of Half-Fiends are as Conversely, there are those who seek to atone for their
diverse as the individuals themselves, shaped by a fiendish blood, aligning themselves with gods of light
multitude of factors, including their mortal heritage, the and redemption. The diversity of spiritual practices
nature of their fiendish parent, and the prevailing beliefs among Half-Fiends reflects their individual paths of self-
and values of the societies they inhabit. While Half- discovery and the ongoing struggle to reconcile their
Fiends often find themselves at odds with the world dual natures.
around them, they have developed their own distinct The role of leadership and governance within Half-
customs and social dynamics within the realms they call Fiend society varies significantly. Some enclaves are
home. governed by charismatic leaders who have earned the
Half-Fiends, due to their unique lineage and physical respect and trust of their peers through their
characteristics, are often viewed with a mix of accomplishments and wisdom. These leaders provide
fascination, fear, and prejudice by the societies in which guidance and make decisions based on the consensus of
they reside. Their presence can evoke superstitions and the community. In other cases, Half-Fiends reject
deep-rooted beliefs about their connection to darkness traditional forms of leadership and opt for a more
and evil. As a result, Half-Fiends frequently face egalitarian approach, where decisions are made
challenges in finding acceptance and understanding collectively and power is distributed among all
among both mortals and fiends. However, their tenacity members. This dynamic ensures that every voice is
and resilience have allowed them to establish their own heard and that no individual dominates the community.
cultural customs, creating a sense of belonging among
their kind.
One of the defining aspects of Half-Fiend society is
Racial Traits
As Half-Fiends, individuals possess a unique blend of
the emphasis on individualism and self-reliance. From a
mortal and fiendish traits, granting them a range of
young age, Half-Fiends are often forced to navigate a
abilities and characteristics that set them apart from
world that rejects or fears them. This experience fosters
other races. While each Half-Fiend is shaped by their
an independent spirit and a strong sense of self-
mortal parentage and the nature of their fiendish
determination. Half-Fiends prize personal power and
heritage, there are certain racial traits that are common
agency, recognizing that their survival and success
to all Half-Fiends.
depend primarily on their own capabilities. As a result,
Ability Score Increase: Your fiendish blood grants you
they tend to be self-sufficient and are known for their
enhanced physical and mental attributes. Increase your
resourcefulness in the face of adversity.
Charisma score by 2, reflecting your inherent charm
While Half-Fiends may lack a unified society or a
and otherworldly presence.
centralized governing body, they often form loose
Age: Half-Fiends mature at a rate similar to their
communities or enclaves where they can find solace and
mortal parentage, reaching adulthood in their late teens.
support among their peers. These enclaves serve as safe
Their infernal heritage grants them extended lifespans,
havens, where Half-Fiends can express themselves
allowing them to live well into their second century.
without fear of judgment or persecution. Within these
Alignment: The dual nature of Half-Fiends often leads
communities, individuals share their experiences,
them to struggle with conflicting moral compasses.
exchange knowledge, and offer assistance to one
While many are drawn towards darker inclinations,
another, forming strong bonds built on a shared
individual choices and personal values ultimately
understanding of the challenges they face.
determine their alignment.
Despite their independent nature, Half-Fiends also
Size: Half-Fiends possess a height and build similar
understand the importance of unity and mutual
to that of their mortal parent. Your size is Medium.
protection. They recognize the advantages of forming
Speed: Your base walking speed is 30 feet.
alliances and establishing networks of trust. These

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Infernal Resistance: Your fiendish lineage provides
you with resistance to fire damage.
Languages: You can speak, read, and write Common
and Infernal, the language of fiends. Additionally, you
can choose one extra language from the mortal parent’s
racial language list.

Subrace: Human Bloodline


Half-Fiends of the Human Bloodline possess a unique
blend of mortal versatility and fiendish charm.
Ability Score Increase: Your versatile human heritage
grants you increased adaptability. Increase an ability
score of your choice, except Charisma, by 1.
Infernal Legacy: You learn the thaumaturgy cantrip.
When you reach 3rd level, you can cast the hellish
rebuke spell once per day as a 2nd-level spell. When you
reach 5th level, you can also cast the darkness spell
once per day. Charisma is your spellcasting ability for
these spells.

Subrace: Elf Bloodline


Half-Fiends of the Elf Bloodline embody the graceful
and enigmatic qualities of their elven ancestors
combined with the infernal essence within them.
Ability Score Increase: Your elven heritage enhances
your natural grace and agility. Increase your Dexterity
score by 1.
Fey Ancestry: You have advantage on saving throws
against being charmed, and magic cannot put you to
sleep.
Wings of the Fallen: You have bat-like wings that
enable you to glide through the air. When falling, you
take no damage from the first 20 feet, and you can move
horizontally up to 5 feet for every 10 feet descended.

Subrace: Dwarf Bloodline


Half-Fiends of the Dwarf Bloodline are infused with the
resilience and endurance of their dwarven heritage,
augmented by their fiendish nature.
Ability Score Increase: Your dwarven lineage bolsters
your resilience and endurance. Increase your
Constitution score by 1.
Dwarven Resilience: You have advantage on saving
throws against poison and resistance to poison damage.
Infernal Fortitude: You have an innate ability to tap
into your fiendish heritage to gain hit points. Once per
long rest, as a bonus action, you can expend a number
of hit dice up to your character level to regain hit points
equal to the total rolled plus your Constitution modifier.
New Race: The Sanguine Vampires

t
hese vampiric beings have made pacts In the annals of history, Sanguine Vampires have
with powerful infernal entities, granting been both feared and revered. Some tales portray them
them a dark gift that stems from the blood as agents of chaos and malevolence, beings to be
of demons. Sanguine Vampires possess hunted and vanquished for their unholy nature. Other
heightened senses, the ability to drain life accounts, however, depict them as tragic figures, cursed
essence, and manipulate blood magic to by their insatiable thirst for blood and forever locked in
fuel their supernatural abilities. a perpetual struggle between their lingering humanity
and their infernal essence.

Throughout the ages, Sanguine Vampires have wielded


their dark powers, leaving indelible marks upon the
Origins and Histories world. From ancient legends of immortal tyrants who
The origins of Sanguine Vampires are shrouded in ruled over kingdoms in shadow, to whispered tales of
mystery, as the true nature of their creation lies in the elusive assassins who struck fear into the hearts of even
depths of infernal realms. Legend tells of mortal beings the bravest warriors, the histories of Sanguine
who, driven by an insatiable thirst for power and Vampires are woven with threads of darkness and
forbidden knowledge, sought dark pacts with powerful allure.
infernal entities. These entities, drawn to the fervent
desires and twisted ambitions of these mortals, offered Their blood magic, an intrinsic part of their existence, is
them a macabre gift - the infusion of demon blood, a source of both fascination and trepidation. Sanguine
forever transforming them into Sanguine Vampires. Vampires can manipulate the very life essence within
The exact circumstances of these pacts vary, with their victims, draining it to sustain their own unholy
some accounts speaking of clandestine meetings in vitality. This mastery over blood magic grants them the
hidden crypts, where desperate individuals would ability to unleash devastating attacks, manipulate the
invoke unholy rituals to attract the attention of infernal flow of blood, and even command the loyalty of lesser
patrons. Others speak of forbidden tomes and ancient creatures tainted by infernal power.
artifacts that, when used in specific rituals, would open
Yet, despite their formidable powers, Sanguine
the doorway to the infernal realms, allowing mortals to
Vampires are not immune to the shadows that plague
beseech powerful entities for their dark blessings.
their souls. They carry the burden of their infernal
Whatever the means, the consequence of these pacts
nature, grappling with their insatiable hunger for blood
was the infusion of demonic essence into the mortal
and the constant temptation to succumb to their
bloodstream. This infernal blood, intermingled with
demonic impulses. Some Sanguine Vampires seek
their own, granted them extraordinary abilities and
redemption and strive to resist their darker urges, while
forever altered their existence. However, this
others revel in their damnation, embracing the darkness
transformation came at a great cost - the relinquishment
that courses through their veins.
of their humanity and the embrace of their newfound
vampiric nature.

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Physical Fangs, elongated and razor-sharp, jut forth from their
mouths, a clear sign of their vampiric nature. These
Characteristics fangs are not only used for feeding upon the life essence
of their victims but also serve as symbols of their
Sanguine Vampires possess a striking and otherworldly
infernal pact. The very sight of these fangs strikes fear
appearance, a testament to the infernal nature that
into the hearts of those who encounter them, for they
courses through their veins. While still retaining some
represent the dark power that flows within the
vestiges of their former human selves, their physical
Sanguine Vampires.
characteristics have been irrevocably altered by their
Their hair, once vibrant and full of life, now bears the
unholy transformation.
color of the deepest shadows. It cascades in long,
The most distinctive feature of Sanguine Vampires is
flowing locks, often accentuating their mysterious and
their pallid complexion, which ranges from a deathly
alluring presence. While some Sanguine Vampires
pale white to a sickly gray hue. Their skin appears
maintain the appearance they possessed before their
almost translucent, as if a thin veil separates them from
transformation, others find that their hair takes on
the realm of the living. The touch of the infernal has left
shades of crimson, as if echoing the blood that courses
its mark, lending an ethereal quality to their
through their veins.
appearance.
In terms of physique, Sanguine Vampires possess an
Their eyes, windows to their darkened souls, are
unnerving grace and a lean, athletic build. Their
mesmerizing and unsettling. Sanguine Vampires’ eyes
movements are fluid and precise, allowing them to stalk
typically bear a deep crimson color, reminiscent of
their prey with silent elegance. Their bodies are honed
freshly spilled blood. The intensity of their gaze is often
for combat, with heightened reflexes and agility that
disconcerting, as if it carries the weight of untold
surpass the capabilities of mere mortals. It is as if the
centuries and the secrets of the infernal realms.
infernal essence within them has granted them a
supernatural prowess, enhancing their physical
capabilities to extraordinary levels.

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While Sanguine Vampires bear a resemblance to their the accumulated wisdom of centuries, providing a
former selves, their visage is often marked by the foundation for their magical practices and unlocking
passage of time. Some display subtle signs of aging, new depths of power.
such as fine lines and wrinkles that accentuate the While Sanguine Vampires predominantly interact
gravity of their eternal existence. Others remain within their own communities, they occasionally
eternally frozen in the prime of their physical form, establish alliances or engage in diplomatic relations
untouched by the ravages of time. with other supernatural entities. These alliances are
typically driven by mutual benefit, such as securing
territories, pooling resources, or facing common
Cultural Customs and adversaries. However, these interactions are always
cautious and veiled with a degree of suspicion, as the
Society inherent darkness and potential for treachery in the
The society of Sanguine Vampires is as complex and infernal realms make trust a scarce commodity.
enigmatic as the creatures themselves. Fueled by their Despite their vampiric nature, Sanguine Vampires
infernal nature and bound by their shared vampiric are not devoid of emotions and social bonds. They may
essence, these immortal beings have developed a set of form intricate relationships with mortals or even
cultural customs and societal structures that reflect members of their own kind. These connections often
both their enduring legacy and the ever-present teeter on a delicate balance between passion and
darkness that permeates their existence. danger, as the Sanguine Vampire’s thirst for blood and
The first and most fundamental aspect of Sanguine their dark nature can pose a constant threat to those
Vampire society is the recognition of the power they hold dear. Nevertheless, some Sanguine Vampires
dynamics among their kind. Within their hierarchy, find solace and companionship within these
elder Sanguine Vampires hold positions of authority, relationships, cherishing the fleeting moments of
commanding respect and reverence from those who are connection in their eternal existence.
younger or less experienced. This hierarchical structure
is often based on age, with the oldest and most powerful
individuals assuming leadership roles and guiding the Racial Traits
direction of their communities. As a Sanguine Vampire, your character possesses a
Sanguine Vampire communities, often referred to as unique set of racial traits that reflect your infernal
covens or bloodlines, are close-knit and exclusive. Trust lineage and vampiric nature. These traits enhance your
is paramount, as betrayal or exposure to outside forces abilities and grant you access to supernatural powers.
could jeopardize the safety and secrecy of their Ability Score Increase: Your infernal bloodline
existence. Consequently, newcomers seeking to join enhances your natural abilities. Increase your Dexterity
these covens undergo rigorous scrutiny and initiation score by 2 and your Charisma score by 1. The
rituals to prove their loyalty and commitment to the combination of grace and charm bestowed upon you by
group. Once accepted, they become part of a tightly knit your vampiric nature makes you a formidable presence
family, bound together by their shared infernal heritage in both physical and social endeavors.
and the insatiable thirst for blood. Ageless Immortality: As a Sanguine Vampire, you
Blood, the life-giving essence that sustains their cease to age from the moment of your transformation.
unholy vitality, holds immense significance in Sanguine You are immune to the effects of old age, and your
Vampire society. It serves as both a physical necessity youthful appearance remains unchanging. However, you
and a symbolic representation of their power and are not invulnerable to harm or death through other
connection to the infernal realms. Ritualistic blood means.
ceremonies, where members of the coven partake in the Size: Sanguine Vampires are similar in size to
communal consumption of blood, are common humans. Your size is Medium.
occurrences. These ceremonies not only satiate their Speed: Your base walking speed is 30 feet.
hunger but also strengthen the bonds between Alignment: Sanguine Vampires, with their inherent
members, reinforcing their shared identity and connection to the infernal realms and the struggle
collective purpose. between their lingering humanity and dark essence,
In their society, knowledge is highly valued, tend to lean towards chaotic alignments. However,
particularly when it comes to the mastery of blood individuals of this race can vary greatly in their personal
magic. Sanguine Vampires dedicate significant time and inclinations, embracing either good or evil, lawful or
effort to the study and refinement of their magical chaotic paths. Ultimately, alignment is a personal choice
abilities, passing down their arcane knowledge through for each Sanguine Vampire character.
generations. Ancient tomes and forbidden grimoires,
often protected within their covens’ sanctuaries, contain

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Darkvision: Your eyes, attuned to the shadows, grant
you superior vision in darkness. You can see in dim light
within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You cannot discern
colors in darkness, only shades of gray.
Vampiric Bite: Your fangs are a weapon and a means
of sustenance. You have a natural bite attack that deals
piercing damage equal to 1d4 + your Strength modifier.
When you hit with this bite attack, you can choose to
drain the life essence from your target. If the target is a
living creature, you regain hit points equal to half the
damage dealt by the bite attack.
Blood Hunger: Every 12 hours that you haven’t
successfully used your Vampiric Bite feature, you
hunger for blood and gain 1 level of exhaustion. After
you successfully use your Vampiric Bite feature, you
may remove one exhaustion level gained from Blood
Hunger.
Unholy Resistance: Your infernal heritage grants you
resistance to necrotic damage, allowing you to
withstand the dark energies that would harm others.
Vampiric Charm: Your alluring presence can
captivate others. When you make a Charisma
(Persuasion or Deception) check, you may add your
proficiency bonus.
Sanguine Resilience: Your vampiric nature grants you
heightened resilience. You have advantage on
Constitution saving throws to maintain concentration
on spells when you take damage.
Languages: You can speak, read, and write Common,
Infernal and one more language of your choice. The
infernal essence that flows through your veins grants
you the ability to understand and communicate in the
dark and melodic tongue of the infernal realms.

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New Race: The Umbral Elves

h
ailing from the shadowed corners of delve into the thoughts of those around them and weave
the Infernal Realms, Umbral Elves are a intricate illusions that confound and deceive. This
graceful and enigmatic race infused with potent combination of darkness and psychic prowess
the essence of darkness. Their slender sets them apart from other elvenkind, making them
frames and midnight-black skin give them both feared and respected by those who venture into the
an ethereal presence that often makes them Infernal Realms.
seem like creatures of shadow. Umbral
Elves possess a natural affinity for Throughout history, Umbral Elves have often found
manipulating minds, allowing them to read solace in the depths of the Abyss, seeking refuge from a
thoughts and trick their enemies with world that fails to understand their true nature. They
illusions. have developed a complex society within the shadowed
corners of the Infernal Realms, their cities hidden in
plain sight, concealed by enchantments and illusions
Origins and Histories that make them nearly impossible to discover without
the aid of a knowledgeable guide.
The origins of Umbral Elves can be traced back to the
darkest recesses of the Infernal Realms, where the The Umbral Elves’ enigmatic nature and their intricate
shadows hold sway and the boundaries between light
connection to the darkness have shaped their history in
and darkness blur. These enigmatic beings are believed
profound ways. They have long been guardians of
to have emerged from the very essence of the Abyss
ancient knowledge, delving into forbidden tomes and
itself, their creation shrouded in mystery and whispered preserving secrets that could alter the balance between
tales. Legends speak of a powerful entity, an archfiend light and shadow. It is said that their mastery of illusion
of shadow, who bestowed upon select elves the gift of magic is unmatched, allowing them to confuse and
darkness, forever altering their nature and granting misdirect even the most skilled of adversaries.
them an intrinsic connection to the shadows.
According to ancient accounts, it was during the While Umbral Elves prefer the solitude of their
fabled Shadow Eclipse, a rare celestial event that shadowed realms, there have been instances where they
bathed the Infernal Realms in an ominous darkness, have interacted with other races. Sometimes,
that the first Umbral Elves came into being. As the individuals with a thirst for adventure or a desire to
shadowy energies infused their bodies, their once fair unlock the mysteries of the Infernal Realms have gained
complexions transformed into a deep, velvety blackness, the trust of the Umbral Elves, earning a rare glimpse
absorbing light like a starless night sky. Their eyes, into their hidden society. These fleeting encounters
which were once vibrant and radiant, now glowed with have sparked legends and tales among other races,
an otherworldly luminescence, illuminating their path forever imprinting the Umbral Elves’ presence on the
through the Stygian depths. tapestry of history.
As a race, Umbral Elves are known for their elusive
nature and their affinity for manipulating the minds of
others. It is said that their connection to the shadows
grants them innate psionic abilities, allowing them to

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Physical
Characteristics Umbral Elves possess a mesmerizing array of eyes
Umbral Elves possess a distinctive and captivating
appearance that sets them apart from other races within that radiate with an otherworldly luminescence. Their
the Infernal Realms. Their physical characteristics eyes come in various shades, ranging from hauntingly
reflect their deep connection to darkness and shadow, pale silver to deep, shimmering amethyst. These eyes
imbuing them with an ethereal and mysterious allure. hold an almost hypnotic quality, capable of capturing
One of the most striking features of Umbral Elves is and holding the gaze of those who meet them. It is said
their slender and graceful frames. Their bodies are that the eyes of an Umbral Elf reveal glimpses of the
elegantly proportioned, with lithe muscles and a supple secrets they carry within, as if the very depths of their
agility that allows them to move with remarkable grace souls are on display.
and precision. Their movements are often likened to a Their hair, like cascading shadows, is a manifestation
dance, as they effortlessly navigate their way through of the Umbral Elves’ connection to darkness. It comes
the shadowed realms they call home. in a multitude of hues, ranging from lustrous obsidian to
The skin of Umbral Elves is a testament to their deep, inky blue, with subtle iridescent undertones that
connection with the Abyss. It is as dark as the deepest shimmer in the absence of light. Umbral Elves often
night, possessing a velvety texture that seems to absorb style their hair in intricate braids and weaves,
light rather than reflect it. Their midnight-black incorporating delicate trinkets and beads that reflect
complexions are flawless, with a subtle sheen that their affinity for craftsmanship and attention to detail.
accentuates their otherworldly presence. The darkness While Umbral Elves possess a physical beauty that
of their skin serves as a constant reminder of their ties captivates the eye, it is their aura of mystery and the air
to the shadows, a natural camouflage that allows them of otherworldliness that truly sets them apart. Their
to blend seamlessly into the dimly lit environs of the
Infernal Realms.

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very presence seems to evoke a sense of intrigue and Art and craftsmanship hold a special place in Umbral
curiosity, as if they carry the secrets of the shadows Elf culture. They have perfected the art of shadow
within their very beings. This enigmatic allure often weaving, a unique form of artistic expression that
draws the attention of those who encounter them, involves creating intricate tapestries, sculptures, and
leaving a lasting impression that echoes in the memory paintings using various shades and textures of
long after they have vanished into the depths of the darkness. These shadow artworks not only captivate the
Infernal Realms. eye but also possess a deeper symbolic meaning, often
representing the delicate balance between light and
shadow or the ebb and flow of cosmic forces.
Cultural Customs and Rituals and ceremonies play a significant role in
Umbral Elf society, marking important milestones and
Society events in their lives. These rituals are often centered
The Umbral Elves have a rich and complex society that around the themes of rebirth, transformation, and the
thrives within the shadowed depths of the Infernal exploration of the self. Umbral Elves believe in the
Realms. Shrouded in mystery and guided by ancient continuous cycle of existence and the potential for
traditions, their customs and way of life reflect their personal growth and enlightenment. These rites are
deep connection to darkness and the secrets they hold. both solemn and joyous, bringing the community
Umbral Elves place great value on individuality and together to celebrate the triumphs and challenges of life
personal freedom within the confines of their society. in the Infernal Realms.
They are a fiercely independent race, each member Umbral Elves hold a complex relationship with other
encouraged to explore their own path and discover their races of the Infernal Realms. While they generally
unique talents and abilities. This celebration of prefer to keep to themselves and maintain their
individuality is seen in various aspects of their culture, secluded way of life, they recognize the importance of
from the diverse range of artistic expressions to the alliances and collaborations when faced with common
wide array of specialized roles that individuals threats or larger endeavors. Umbral Elves are known to
undertake within their communities. form alliances with other races who share their goals or
While Umbral Elves cherish personal freedom, they possess knowledge that could further their
also recognize the importance of collective harmony understanding of the Infernal Realms.
and unity. They understand that their strength lies in
their ability to come together and support one another
when facing external threats or challenges. As a result, Racial Traits
communal bonds are highly valued among Umbral Umbral Elves possess a unique set of racial traits that
Elves, and the concept of kinship extends beyond reflect their inherent connection to darkness and their
immediate family to encompass the entire Umbral Elf mastery of psionic abilities. These traits showcase their
community. enigmatic nature and provide mechanical benefits that
Umbral Elves are deeply attuned to the power of enhance their gameplay experience.
knowledge and the preservation of ancient wisdom. Ability Score Increase: Your Dexterity score
Their society places great importance on the increases by 2.
accumulation and safeguarding of esoteric knowledge, Age: Umbral Elves reach adulthood around the age of
especially the secrets of the Infernal Realms. Libraries 100 and can live up to 600 years, their long lifespans
and archives, hidden within their shadowed cities, are allowing them to delve deep into the mysteries of the
revered as sacred repositories of wisdom. Umbral Elves Infernal Realms.
who dedicate themselves to the pursuit of knowledge Alignment: Umbral Elves tend to be more
often hold esteemed positions within their society, individualistic in nature, valuing personal freedom and
acting as scholars, scribes, or keepers of ancient lore. independence. They often lean toward chaotic
The Umbral Elves’ affinity for illusion magic alignments, embracing the shadowy aspects of their
permeates their cultural practices and rituals. existence. However, they can still exhibit a wide range
Illusionists and enchanters are highly regarded, their of alignments, as the diversity of their society
skills honed to perfection through generations of accommodates various perspectives.
meticulous study and experimentation. The Umbral Size: Umbral Elves have a similar build to their elven
Elves believe that illusions serve as a metaphorical kin, standing between 5 and 6 feet tall. Your size is
bridge between the world of shadows and the mortal Medium.
realm, allowing them to navigate the intricacies of Speed: Your base walking speed is 30 feet.
existence with subtlety and finesse.

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Darkvision: Accustomed to the perpetual twilight of
the Infernal Realms, you have superior vision in dark
and dim conditions. You can see in dim light within 60
feet of you as if it were bright light and in darkness as if
it were dim light. You can’t discern color in darkness,
only shades of gray.
Shadow Step: You have the innate ability to step
briefly into the Plane of Shadows, allowing you to
teleport up to 30 feet to an unoccupied space you can
see, as a bonus action. Once you use this feature, you
can’t use it again until you finish a long rest.
Psychic Veil: Umbral Elves possess a natural talent
for manipulating minds and weaving illusions. You have
proficiency in the Deception skill and can cast the Minor
Illusion cantrip. When you reach 3rd level, you can cast
the Disguise Self spell once per day, requiring no
material components. Charisma is your spellcasting
ability for these spells.

Subrace: Shadowcasters
The Shadowcasters are Umbral Elves who have honed
their mastery of illusion magic. They possess an innate
understanding of the intricacies of the mind and the art
of deception.
Ability Score Increase: Your Charisma score
increases by 1.
Eldritch Veil: You have advantage on saving throws
against being charmed. Additionally, when you deal
psychic damage with a spell, you can add your
Charisma modifier to the damage roll of that spell.
Shadow Manipulation: You learn the Darkness spell,
which you can cast once per day without requiring any
material components. Charisma is your spellcasting
ability for this spell.

Subrace: Umbralblades
The Umbralblades are Umbral Elves who have
embraced their connection to darkness and sharpened
their skills as warriors. They are adept at utilizing their
natural agility and the shadows to their advantage,
becoming formidable combatants.
Ability Score Increase: Your Strength score increases
by 1.
Shadow Step Mastery: When you use your Shadow
Step racial ability, you can choose to teleport an
additional 10 feet as part of the same bonus action.
Shadow Weapon Training: You gain proficiency with
martial weapons. Additionally, while you are wielding a
weapon on each hand, you can score a critical on a roll
of 19 or 20.
New Race: The Hellhounds

h
ellhounds are humanoid descendants of physical and metaphysical attributes that set them apart
fiendish creatures known as barghests, from their ancestors.
creatures associated with the Nine Hells. Hellhounds exhibit an exceptional duality, possessing
These beings possess the ability to shift both humanoid and bestial aspects. In their humanoid
between their humanoid form and a more form, they retain a semblance of their barghest heritage,
bestial, hound-like form. bearing a sinister and otherworldly presence. Their
physical features often include elongated limbs,
sharpened claws, and glowing eyes that hint at the
darkness lurking within. It is in this form that they are
capable of interacting with mortals, though their
Origins and Histories presence alone can evoke feelings of unease and
trepidation.
The origins and histories of hellhounds are deeply
intertwined with the infernal realms of Hell itself. These However, it is their hound-like form that truly defines
enigmatic creatures trace their lineage back to the them. In this state, hellhounds embody ferocity,
fiendish beings known as barghests, entities that have embodying the essence of a predator at the height of its
long roamed the darkest corners of the Nine Hells. power. Their transformation is seamless, as if their
While barghests are known for their terrifying canine bodies shift effortlessly to assume the visage of a
forms, it is through their descendants, the hellhounds, monstrous canine. Their fur becomes a dark, shadowy
that their legacy truly thrives. pelt, and their eyes ignite with an infernal fire that
In the twisted hierarchy of the Nine Hells, barghests pierces through the gloom of the Nine Hells.
occupy a peculiar position. Though fiendish in nature,
they are not demons or devils, but rather exist as a Throughout history, hellhounds have served various
separate breed of evil. Scholars of the planes speculate roles within the intricate tapestry of Hell’s hierarchy.
that barghests might have originated from a primordial They are often employed as guardians and enforcers,
source of darkness, a plane steeped in malevolence and utilizing their formidable physical prowess and
shadow. These theories posit that barghests, with their supernatural abilities to carry out the will of their
savage and predatory instincts, found their way into the infernal masters. Some are bound to specific domains
Nine Hells, drawn to the powerful energies and within the Nine Hells, patrolling the perimeters of
wickedness that pervade its realms. infernal fortresses or lurking in the depths of
It is within the Nine Hells that barghests underwent a labyrinthine catacombs. Others are dispatched as
transformation, adapting to the unique environment and relentless pursuers, tracking down souls that have
becoming the feared and formidable creatures that are dared to escape their assigned fates, ensuring that no
now known as hellhounds. Through countless soul can elude its eternal torment.
generations, the essence of Hell seeped into their
bloodline, gradually shaping them into their present
form. The demonic influences intermingled with their
inherent fiendish nature, imbuing them with both

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Despite their allegiance to the forces of Hell, hellhounds of mortals. Their skin may be marked with intricate
are not mindless automata. They possess a modicum of patterns or sinister tattoos, depicting symbols
intelligence and individuality, allowing them to act with associated with their infernal origins. The facial features
cunning and strategy when necessary. While they of a hellhound in their humanoid form are often striking
predominantly serve their infernal masters, some and unsettling. Their eyes radiate an otherworldly glow,
hellhounds have been known to strike their own usually fiery hues such as crimson, amber, or sulfuric
bargains, aligning themselves with mortal beings who yellow. These eyes are a prominent feature, evoking a
offer them something of value. These infernal pacts are sense of burning intensity and malevolence. The mouth
precarious at best, as the loyalties of hellhounds can be of a hellhound is filled with rows of sharp, pointed teeth,
as fickle as the shifting flames of Hell itself. capable of tearing through flesh and bone with ease.
Their jaws possess an unnatural flexibility, allowing
them to open wide, revealing the depths of their
Physical predatory maw.
When a hellhound shifts into its hound-like form, its
Characteristics transformation is a sight to behold. The creature’s body
Hellhounds possess a formidable and distinctive undergoes a metamorphosis, reshaping itself into a
physicality that sets them apart from other creatures in fearsome, shadowy predator. The size of a hellhound in
the multiverse. Combining their fiendish lineage with its hound form can vary, with most ranging between the
the influence of the infernal realms, these beings exhibit size of a large mastiff and that of a dire wolf. Their fur,
a striking and fearsome appearance, reflecting their ties once ordinary, transforms into a dark, almost ethereal
to the Nine Hells. pelt, reminiscent of the inky depths of the Nine Hells
In their humanoid form, hellhounds retain a itself.
humanoid shape but bear telltale signs of their fiendish The coloration of a hellhound’s hound form often
nature. They typically stand tall, ranging in height from reflects the infernal energies that course through their
6 to 7 feet, with a lean and sinewy build. Their limbs are veins.
elongated, granting them a predatory grace and an eerie
sense of fluidity in movement. The flesh of a hellhound
is often pale or grayish, lacking the warmth and vitality

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Their fur might possess shades of deep black, as if Ceremonies can range from savage combat trials, where
absorbing all light around them, or it may manifest as a aspiring individuals prove their mettle and strive to
smoldering mix of reds, purples, and oranges, ascend the ranks, to intricate initiation rituals that mark
reminiscent of flickering flames. This fiery appearance the passage of a young hellhound into adulthood. These
is further accentuated by the eyes of a hellhound in its rituals often involve the invocation of infernal powers,
hound form, which blaze with an intense, malevolent further deepening the connection between the
infernal fire. hellhounds and the dark forces that permeate the Nine
Hellhounds possess physical attributes that grant Hells.
them superior senses and agility. Their keen senses of Language is an integral part of hellhound society.
smell and hearing allow them to track their prey with They possess their own unique dialect, a guttural and
unerring accuracy, even in the darkest and most growling form of communication that is laden with
treacherous environments. Their agile frames enable symbolism and hidden meanings. This language is
them to move swiftly and gracefully, leaping and rarely spoken in the presence of non-hellhounds,
bounding with an almost supernatural grace. This speed serving as a secret code that reinforces their bonds and
and agility, combined with their raw strength and shields their plans and intentions from prying ears.
endurance, make them formidable opponents in both Hellhounds take great pride in their linguistic prowess
hunting and combat. and view it as a mark of their identity and cultural
It is important to note that while hellhounds possess heritage.
an inherently fiendish nature, their physical While hellhounds primarily interact with other
characteristics may display variations among fiendish beings within the Nine Hells, there are
individuals. Some hellhounds may bear unique traits or instances where they may form alliances or engage with
mutations, such as additional sets of fangs, bony mortals. These interactions are often transactional in
protrusions, or even vestigial wings, further nature, driven by self-interest or mutual benefit. Mortals
emphasizing the chaotic nature of their existence. who manage to earn the trust of a hellhound can gain a
powerful and loyal ally, albeit one whose loyalties are
Cultural Customs and tenuously tied to their own objectives and desires.
The concept of territory and dominion also holds
Society significance in hellhound society. Packs establish their
Within the depths of the Nine Hells, hellhounds have domains within the Nine Hells, fiercely guarding their
developed their own unique cultural customs and territories against rival packs and interlopers. These
societal structures that shape their existence in the territories may encompass a range of landscapes, from
infernal realms. While their allegiance primarily lies desolate wastelands to labyrinthine caverns, each
with the dark forces of Hell, their society is not carefully chosen to provide strategic advantages and
homogeneous, and variations can be found depending resources that sustain the pack. Hellhounds use scent
on the particular hellhound pack or domain they inhabit. marking and territorial displays to assert dominance
Hellhound society revolves around a strict and ward off potential threats, ensuring the sanctity of
hierarchical structure, with dominant individuals their domain.
assuming positions of leadership and authority. These Artistic expressions among hellhounds are often dark
positions are not hereditary but are instead earned and macabre, reflecting the harsh realities of the
through displays of strength, cunning, and loyalty. In infernal realms. Their works of art might include
some packs, these positions may be fiercely contested, intricate carvings depicting scenes of torment and
leading to power struggles and constant challenges to suffering, or haunting melodies composed using bone
authority. The ruling elite of a hellhound pack often and sinew as musical instruments. These artistic
maintains control through a combination of fear, endeavors are embraced as forms of catharsis and as a
respect, and raw power. means to explore and channel the innate darkness
At the core of hellhound culture is the concept of within their souls.
loyalty. Loyalty to their infernal masters, to their pack,
and to their own kind is deeply ingrained within the Racial Traits
psyche of hellhounds. This loyalty forms the foundation As descendants of the fiendish barghests and denizens
of their societal structure, creating a cohesive unit that of the Nine Hells, hellhounds possess a set of distinctive
can work together seamlessly to carry out their assigned racial traits that reflect their infernal nature and bestial
duties and enforce the will of Hell. Betrayal or disloyalty lineage.
is viewed with utmost disdain, often resulting in severe Ability Score Increase: The inherent fiendish nature
consequences or even excommunication from the pack. of hellhounds enhances their physical and mental
Rituals and ceremonies play a significant role in capabilities. As a hellhound, your Strength score
hellhound culture. These events serve as both displays increases by 2, reflecting your natural power and
of power and opportunities for bonding within the pack. ferocity. Additionally, your Constitution score increases

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by 1, showcasing your endurance and resilience in the
face of infernal energies.
Age: Hellhounds have relatively short lifespans,
reaching maturity by the age of 5 and rarely living
beyond 30 years. Their brief existence is a testament to
the brutal and unforgiving nature of the Nine Hells.
Alignment: Hellhounds are predisposed towards
chaotic alignments, reflecting their connection to the
chaotic and malevolent forces of Hell. While some
individuals may lean towards neutral or even
occasionally lawful tendencies, the inherent chaos in
their blood often prevails.
Size: Hellhounds have a similar stature to humans,
ranging in height from 6 to 7 feet tall. Your size is
Medium.
Speed: Your fiendish heritage grants you enhanced
agility and speed. Your base walking speed is 30 feet.
Hellish Resistance: The flames of the Nine Hells
course through your body, granting you resistance to
fire damage. You can endure the scorching heat and
intense flames that would consume lesser beings.
Shifting Form: As a hellhound, you possess the
unique ability to shift between humanoid and hound-like
forms. As an action, you can transform into your hound
form for 1 minute or revert to your humanoid form.
While in your hound form, you gain additional benefits
such as increased speed, heightened senses and
improved natural weapons. You may use this feature a
number of times equal to your proficiency modifier. At
7th level you can use this feature as a bonus action. At
13th level you can maintain your hound form for 10
minutes.
Hound Form: While in your hound form, your base
walking speed increases to 40 feet, and you gain
advantage on all Strength checks and saving throws.
Your unarmed attacks, such as bites and claw strikes,
become more potent, dealing an additional 1d4 damage.
Additionally, you gain advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Starting at 6th level, the first time you miss with a
melee weapon attack while in hound form, you may
make a melee weapon attack against the target you
missed with advantage as a bonus action.
Languages: You can speak, read, and write Common
and Infernal. The dark and guttural language of Infernal
is intrinsic to your heritage and serves as a tool for
communicating with other fiendish beings.

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New Race: The Draconic Revenants

t
hese formidable humanoid creatures both draconic magic and necromantic arts. The
are the result of a dark ritual that merges sorcerers carefully selected deceased creatures whose
the essence of dragons and undead. souls still clung to the material plane, using their
Draconic Revenants possess the physical remains as the vessel for the ritual. Through an
characteristics and elemental affinity of elaborate series of incantations, arcane circles, and
their draconic ancestors, combined with sacrificial offerings, they managed to bridge the gap
the unnerving resilience and necrotic between life and death, merging the essence of dragons
powers of the undead. with the lingering specter of the undead.

Upon the completion of the ritual, the dormant draconic


spirits were awakened, their powers fused with the
Origins and Histories necrotic energy of the undead. The result was a creature
Deep within the annals of dark magic and forbidden that retained the physical characteristics and elemental
rituals lies the enigmatic tale of the Draconic affinity of their draconic ancestors, but also possessed
Revenants. These formidable beings are the result of a the unnerving resilience and necrotic powers of the
sinister process that merges the essence of dragons and undead. The once-sleeping dragon blood surged
the lingering specter of the undead. The origins of the through the veins of the newly formed Draconic
Draconic Revenants can be traced back to a time when Revenant, infusing them with a potent blend of raw
desperate and ambitious sorcerers sought to harness draconic might and deathly magic.
the immense power of dragons, transcending the
boundaries of mortality itself. As word of these abominable creations spread, fear and
Legend has it that these sorcerers delved deep into awe gripped the realms. Many viewed the Draconic
Revenants as an abhorrent perversion of nature and an
the forbidden tomes of necromancy and sought the
affront to the divine order. They were shunned and
arcane knowledge required to awaken dormant
hunted by those who saw them as a blight upon the
draconic spirits and bind them to the ethereal remains
world, a mockery of both dragonkind and the sanctity of
of the undead. Through a complex and treacherous
life. Others, however, saw their potential as powerful
ritual, they called upon the very essence of dragons and
allies or feared adversaries, recognizing the unique
forced them into an unholy union with the necrotic
blend of powers they possessed.
remnants of deceased creatures.
It is whispered that the earliest Draconic Revenants Throughout history, tales of the Draconic Revenants
were created during a time of great upheaval, when have been woven into the fabric of legends and folklore.
dark empires vied for dominion and sought to wield the They are often depicted as tragic figures, torn between
immense power of dragons as their ultimate weapon. their draconic heritage and the burden of undeath.
These necromantic sorcerers, driven by their insatiable Some seek to reclaim their lost humanity, striving to
thirst for power and domination, sought to manipulate redeem themselves from the abomination they have
the forces of life and death to their advantage.
become. Others revel in the dark powers bestowed upon
The process of creating a Draconic Revenant is an
them, embracing their dual nature as both dragon and
intricate and dangerous one, involving the mastery of
undead.

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In the present day, the presence of Draconic Revenants A notable feature of Draconic Revenants is the
is a rare and ominous sight. They walk the realms as presence of draconic wings, sprouting majestically from
beings of both fascination and dread, often cloaked in their backs. These wings, a symbol of their draconic
mystery and surrounded by whispered rumors. heritage, possess a grandeur that rivals those of their
Adventurers who encounter these formidable creatures full-blooded dragon kin. While not all Draconic
must tread carefully, for their allegiance is uncertain, Revenants possess wings, those who do can effortlessly
and their motives can be as fickle as the shifting winds. take to the skies, soaring with an otherworldly grace
Thus, the origins and histories of the Draconic that is both awe-inspiring and intimidating.
Revenants remain shrouded in darkness, their true In addition to their striking appearance, Draconic
purpose and ultimate fate yet to be unveiled. As they Revenants possess an unnatural resilience that stems
continue to stride through the realms, their stories from their undead nature. They are immune to diseases
intertwine with those of heroes and villains alike, and poisons, and their bodies are remarkably resistant
leaving an indelible mark upon the tapestry of the world to the ravages of time. This resilience grants them a
and serving as a reminder of the potent forces that lie supernatural endurance, allowing them to withstand
beyond the mortal realm. injuries that would incapacitate or kill a mortal being.
While Draconic Revenants retain humanoid forms,
Physical they possess a strength and physical prowess that
surpasses that of most mortal creatures. Their bodies
Characteristics are honed by draconic power, granting them exceptional
agility, speed, and dexterity. This, combined with their
Draconic Revenants are imposing humanoid beings that
bear the unmistakable hallmarks of both dragons and inherent resistance to harm, makes them formidable
the undead. Their appearance is a testament to the adversaries in combat, capable of delivering devastating
unholy fusion of these two disparate entities, resulting blows and shrugging off the most lethal of attacks.
in a creature that is at once fearsome and hauntingly However, their undead nature comes with a price.
beautiful. Draconic Revenants do not breathe or require
Standing tall and proud, Draconic Revenants possess sustenance, and their hearts remain still within their
a commanding presence that demands attention. They chests. This lack of life force renders them immune to
often exceed the average height of a human, with their effects that target the living, but it also means they are
draconic lineage manifesting in their regal posture and cut off from the joys and necessities of mortal existence.
a sense of innate authority. Their physical forms exhibit They are forever bound to the realm of the undead,
a remarkable blend of draconic and undead traits, caught between life and death, their existence fueled by
making them instantly recognizable as beings forged the lingering energy of dragons and necromantic forces.
from two distinct worlds.
One of the most striking features of a Draconic
Revenant is their scales. Resembling those of their Cultural Customs
dragon ancestors, these scales come in a wide array of Within the enigmatic realm of the Draconic Revenants,
vibrant colors, ranging from the brilliant iridescence of a unique culture and society have emerged, shaped by
metallic hues to the deep, ominous shades of chromatic their dual nature as beings of dragon and undead.
scales. Each scale is tough and resilient, serving as a These formidable creatures possess their own customs,
natural armor that protects the Draconic Revenant from traditions, and ways of life that reflect the complexities
harm. of their existence and their place within the realms.
Their eyes, shining with an otherworldly glow, are At the heart of Draconic Revenant society lies a deep
often reminiscent of the dragon type they are linked to. reverence for their draconic heritage. They cherish the
Fiery red orbs hint at a connection to the ferocious red memories and tales of their dragon ancestors, seeking
dragons, while piercing blue or green eyes reflect a to uphold the ideals and values associated with these
bond with their chromatic counterparts. These eyes legendary beings. Dragons are viewed as paragons of
possess an intensity that can unsettle even the bravest power, wisdom, and dominance, and Draconic
of souls, hinting at the depths of power and wisdom Revenants strive to embody these qualities in their own
hidden within. lives.
Draconic Revenants bear a strong resemblance to the The society of Draconic Revenants is often organized
humanoids from which their undead forms were forged, into distinct clans or broods, each tracing its lineage
yet their features possess an otherworldly refinement. back to a particular type of dragon. These clans form
Their visage exudes an aura of ethereal beauty, even in the bedrock of their social structure, providing a sense
the case of those whose dragon lineage is tied to of belonging and shared identity. Each clan operates
creatures traditionally considered monstrous. It is as with its own hierarchy, led by an elder or chieftain who
though the melding of dragon and undead has elevated embodies the essence and wisdom of their respective
their physical form to a higher state of grace. dragon ancestor.

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Within these clans, intricate rituals and ceremonies Given their unique abilities and connection to the
take place, often centered around the veneration of undead, Draconic Revenants often find themselves
dragons and the remembrance of their ancestors. navigating the delicate balance between the realms of
Draconic Revenants pay homage to their dragon lineage life and death. They possess a profound respect for the
through offerings, prayers, and acts of devotion. These cycle of existence and the mysteries that lie beyond
rituals serve as a means to strengthen their connection mortal understanding. Funerary rites and ceremonies
to their draconic heritage and reinforce their ties to the hold deep importance for them, as they commemorate
realms of dragons and the undead. the passing of both their own kind and other creatures.
In Draconic Revenant culture, the pursuit of These rituals serve as a reminder of the impermanence
knowledge is highly valued. They seek to amass wisdom of life and the eternal nature of the soul.
and arcane understanding, delving into ancient tomes While Draconic Revenants are capable of forming
and exploring the mysteries of the realms. Libraries and alliances and bonds with other races, their society is
sanctuaries dedicated to the accumulation and often insular and cautious. They are acutely aware of
preservation of knowledge are revered spaces within the prejudice and fear that their existence can evoke in
their society. It is through the pursuit of knowledge that others, and thus, they tend to keep their true nature
Draconic Revenants hope to unlock the secrets of their hidden from those who may not understand or accept
existence and transcend the limitations imposed upon them. As a result, Draconic Revenant communities are
them by their dual nature. often hidden away in remote and secretive locations.
Honorable combat holds great significance in The notion of honor and loyalty holds great sway in
Draconic Revenant culture. They believe in the power of Draconic Revenant culture. They value oaths and
physical prowess and the demonstration of martial skill. commitments, and breaking one’s word is seen as a
Ritualistic duels and contests of strength are common, grave offense. Trust and loyalty are paramount within
serving not only as a means of resolving disputes but their society, and betrayal is met with swift and severe
also as a form of entertainment and a way to prove consequences. Despite their undead nature, Draconic
oneself within the society. Such contests are often Revenants hold themselves to a strict code of conduct,
accompanied by intricate displays of martial arts, striving to maintain their dignity and honor amidst the
magical prowess, and the unleashing of draconic shadows that surround them.
powers.
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Racial Traits
As beings forged from the unholy union of dragons and Subrace: Draconic Revenant
the undead, Draconic Revenants possess a unique set of
racial traits that reflect their dual nature and the powers
of the Undying Flame
bestowed upon them by their draconic ancestors. These The Draconic Revenants of Undying Flame are infused
traits encompass both physical and magical aspects, with the fiery essence of their dragon ancestors. Their
making Draconic Revenants formidable and versatile scales shimmer with hues of red and orange, and they
beings. possess an intense presence that draws others towards
Ability Score Increase: Your Constitution score them.
increases by 2, reflecting the unnatural resilience of Ability Score Increase: Your Charisma score
your undead nature. increases by 1.
Age: Draconic Revenants have varying lifespans Fire Affinity: You have resistance to fire damage.
depending on their undead nature. While they do not Burning Resurgence: When you use your Draconic
experience natural aging, their existence is tied to the Breath, you gain temporary hit points equal to your
preservation of their physical form. As long as they Constitution modifier + your proficiency bonus. These
maintain their undead state, they can potentially live for temporary hit points last for 1 hour or until depleted.
centuries, their lifespan dictated by the preservation of
their bodies and the forces that sustain them.
Alignment: Draconic Revenants tend to possess a Subrace: Draconic Revenant
strong sense of determination and ambition, stemming of the Shadowed Ice
from their draconic heritage. They are often driven by
their own goals and desires, which can lead them to The Draconic Revenants of Shadowed Ice embody the
align with any alignment on the spectrum. However, chilling might of their icy draconic lineage. Their scales
due to the lingering influence of the undead, many lean glisten with shades of blue and white, and their
towards neutral or lawful alignments. movements are marked by an otherworldly grace.
Size: Draconic Revenants typically have a similar Ability Score Increase: Your Dexterity score
build to humans, standing between 5 and 7 feet tall. increases by 1.
Your size is Medium. Cold Affinity: You have resistance to cold damage.
Speed: Your base walking speed is 30 feet. Frozen Endurance: When you use your Draconic
Dragon Ancestry: Choose one of the following dragon Breath, you can choose one creature that failed its
types: Black, Blue, Green, Red, or White. This choice saving throw to take 2d6 additional cold damage.
determines the damage type of your Draconic Breath
(described below).
Draconic Breath: You can use your action to exhale Subrace: Draconic Revenant
destructive energy in a 15-foot cone. The damage type is of the Eternal Wisdom
determined by your dragon ancestry. Each creature in
the area must make a Dexterity saving throw. The DC The Draconic Revenants of Eternal Wisdom are imbued
for this saving throw is 8 + your Constitution modifier + with the profound spiritual insight and the serene
your proficiency bonus. A creature takes 2d6 damage on calmness of their draconic ancestors. Their scales softly
a failed save, and half as much damage on a successful glow in serene shades of green, blue, or violet.
one. This damage increases to 3d6 at 6th level, 4d6 at Ability Score Increase: Your Wisdom score increases
11th level, and 5d6 at 16th level. After you use your by 1.
Draconic Breath, you can’t use it again until you finish a Spiritual Affinity: You have advantage on saving
short or long rest. The damage type of this trait relies on throws against being charmed or frightened.
your Dragon Ancestry: Sage’s Breath: Instead of exhaling destructive energy,
you can use your Draconic Breath feature to heal all
Black Dragon Ancestry: Acid damage affected friendly creatures instead.
Blue Dragon Ancestry: Lightning damage Guardian of Knowledge: You gain proficiency in the
Green Dragon Ancestry: Poison damage Insight skill. Additionally, once per short rest, you can
Red Dragon Ancestry: Fire damage gain advantage on one Wisdom (Insight) or Wisdom
White Dragon Ancestry: Cold damage (Perception) check.

Resilience of the Undead: Due to your undead nature,


you have advantage on saving throws against being
poisoned and diseases.

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85
New Class: The Puppeteer

i
n the realms of our existence, there
exists a remarkable breed of individuals Class Features
whose abilities are renowned far and wide. As a Puppeteer, you gain the following class features
These gifted souls possess a rare talent for
Hit Points
wielding words like an artisan wields a
brush, effortlessly crafting persuasive Hit Dice: 1d8 per Puppeteer level
tapestries that could convince the most Hit Points at 1st Level: 8 + your Constitution modifier
steadfast minds. Their eloquence knows no Hit Points at Higher Levels: 1d8 (or 5) + your
bounds, capable of charming even the most Constitution modifier per Puppeteer level after 1st
guarded hearts with a mere whisper. These
masters of linguistic finesse possess an inherent allure,
Proficiencies
as if blessed by some celestial charm, drawing others to Armor: Light
them like moths to a flame. Weapons: Simple weapons, Whip, Rapier
Tools: Disguise Kit
But do not mistake their artistry for mere trickery, for Saving Throws: Charisma, Wisdom
their power extends far beyond mere deception. Their Skills: Choose four from Arcana, Deception,
words possess the uncanny ability to shape the Intimidation, Persuasion, Performance, Sleight of
perceptions of others, molding them like clay in the Hand
hands of a skilled sculptor. To witness a Puppeteer in
action is to behold a symphony of influence, every word Equipment
chosen with meticulous precision to evoke the desired You start with the following equipment, in addition to
response. Every adversary who crosses their path the equipment granted by your background:
unwittingly becomes a potential ally, and every
acquaintance a willing participant in their intricate (a) a whip or (b) a rapier
dance. (a) leather armor or (b) padded armor
(a) a diplomat’s pack or (b) an explorer’s pack
a dagger

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86
The Puppeteer
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Resonant Snap 2 6 2 — — — — — — — —
2nd +2 Captivating Presence 2 7 3 — — — — — — — —
3rd +2 Puppeteer’s Voice 2 8 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 9 4 3 — — — — — — —
5th +3 Unyielding Will 3 10 4 3 2 — — — — — —
6th +3 Charismatic Mastery 3 11 4 3 3 — — — — — —
7th +3 Voice Feature 3 12 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 13 4 3 3 2 — — — — —
9th +4 Cunning Puppetry 3 14 4 3 3 3 1 — — — —
10th +4 Voice Feature 4 15 4 3 3 3 2 — — — —
11th +4 Psychic Scream 4 16 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 17 4 3 3 3 2 1 — — —
13th +5 Charming Gaze 4 18 4 3 3 3 2 1 1 — —
14th +5 Voice Feature, Aura of Paralyzing Charisma 4 19 4 3 3 3 2 1 1 — —
15th +5 Alluring Distraction 4 20 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 21 4 3 3 3 2 1 1 1 —
17th +6 Majestic Deflection 4 22 4 3 3 3 2 1 1 1 1
18th +6 Devil’s Deception 4 23 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 24 4 3 3 3 3 2 1 1 1
20th +6 Irresistible 4 25 4 3 3 3 3 2 2 1 1

Spellcasting
You draw on the social and emotional (negative or Spellcasting Ability
positive) energy of others to fuel your spells. Charisma is your spellcasting ability for your Puppeteer
spells, since the power of your magic relies on your
Cantrips ability to project your will into the world. You use your
At first level you know 2 cantrips of your choice from Charisma whenever a spell refers to your spellcasting
the Bard or the Warlock spell list. You learn additional ability. In addition, you use your Charisma modifier
cantrips of your choice at higher levels, as shown in the when setting the saving throw DC for a Puppeteer spell
Cantrips Known column of the Puppeteer table. you cast and when making an attack roll with one.

Spell Slots
Spell save DC = 8 + your proficiency bonus + your
The Puppeteer table shows how many spell slots you
Charisma modifier
have to cast your spells of 1st level and higher. To cast
one of these spells, you must expend a slot of the spell’s Spell attack modifier = your proficiency bonus + your
level or higher. You regain all expended spell slots when Charisma modifier
you finish a long rest.

Spells Known of 1st Level and Ritual Casting


Higher You can cast a Puppeteer spell as a ritual if it is a spell
You know two 1st-level spells of your choice from the you know and that spell has the ritual tag.
Bard or the Warlock spell list.
The Spells Known column of the Puppeteer table Spellcasting Focus
shows when you learn more Puppeteer spells of your
Puppeteers use their hands, voices, and thoughts as a
choice. Each of these spells must be of a level for which
focus for their Puppeteer spells.
you have spell slots. Additionally, when you gain a level
in this class, you can choose one of the Puppeteer spells
you know and replace it with another spell from the
bard spell list/Warlock spell list, which also must be of a
level for which you have spell slots.

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87
Resonant Snap
Starting at 1st level, you command attention by
snapping your fingers. When you snap, a resounding
echo reverberates within a 20 ft. radius, cutting through
any surrounding noise. All creatures within this range
must succeed on a Wisdom saving throw or become
compelled to pay attention to you, abandoning their
current actions. An affected creature is incapacitated
until the end of its next turn. You can use this ability a
number of times per day equal to your Charisma
modifier (minimum of 1). However, creatures immune
to being charmed are not affected by this ability.

Upon reaching 7th level, the range of your Resonant


Snap feature increases to 40 ft., allowing its effects to
reach a larger area. Additionally, your Snap can now
dispel any silence effect cast by a creature of equal level
or lower.

Upon reaching 15th level, the range of your Resonant


Snap feature expands to 80 ft., further increasing its
reach and influence.

Captivating Presence
At 2nd level, your insatiable need for attention is
effortlessly appeased. Your visage adopts an ethereal
allure, rendering you both enchanting and formidable.
Any creature that fails its saving throw against your
Resonant Snap feature is forced to use its movement on
its next turn in order to approach you as closely as
possible.
Furthermore, creatures must make a Wisdom saving
throw to resist engaging in conversation with you. While
they are not obliged to speak truthfully or behave
cordially, if they fail the saving throw, they are
compelled to converse with you for as long as you
desire. Any violent action taken against the effected
creature will end this effect.

Puppeteer’s Voice
At 3rd level, you choose a voice that you will be using to
manipulate others. Choose between Emotion Lord or
Reality Bender, both are detailed at the end of the class
description. Your choice grants you features at 3rd level
and again at the 7th, 10th, and 14th levels.

Ability Score Increase


When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Unyielding Will Charming Gaze
Starting at 5th level, you become impervious to At 13th level, your eyes become more beautiful than the
manipulation. You gain immunity to being Charmed, night sky, captivating anyone who gazes upon them.
and any attempts to persuade, deceive, intimidate, or As an action, you can lock eyes with a creature you
perform against you are made with disadvantage. can see and that can see you. A creature that is blind or
immune to being charmed is unaffected by this ability.
Charismatic Mastery The creature must make a Charisma saving throw.
On a failed save, the creature becomes charmed by you
At 6th level, you gain proficiency in all Charisma-based and obeys your every command for 1 minute. The
skills: Deception, Intimidation, Performance, and creature must be able to understand you in order to
Persuasion. If you already possess proficiency in any of follow your commands; otherwise, it will only seek to
these skills, you gain expertise in them. protect you for the duration.
You cannot force the creature to perform any self-
Cunning Puppetry harming or suicidal actions. After the minute expires,
Starting at 9th level, you possess the ability to inspire the creature becomes hostile towards you, but only if
others through the cunning use of reverse psychology. you previously inflicted harm upon it before using this
As a bonus action, you can select a creature within a ability. The creature can make a saving throw at the end
range of 60 feet from you, provided they can hear your of each of its turns to try to end the effect early. If it fails
words. This chosen creature gains a Puppet Die, three consecutive saving throws, it remains charmed for
specifically a d8. You can use this ability on yourself. the full duration and can no longer attempt saving
Within the next 10 minutes, the creature may roll the throws.
Puppet Die and add the result to any ability check,
At 15th level, the duration of this effect increases to 10
attack roll, or saving throw it makes. The creature may
minutes.
wait until it sees the d20 result before deciding to use
the Puppet Die. This must be done prior to the Dungeon At 17th level, the duration extends to 1 hour.
Master confirming whether the roll was a success or
failure. Once the Puppet Die has been rolled, it is
expended and no longer available for use. Furthermore, Aura of Paralyzing Charisma
a creature may possess only one Puppet Die at a given
time. You can use this feature a number of times equal At 14th level, your charismatic presence and the way
to your Charisma modifier (a minimum of 1) per long you carry yourself may cause people to become
rest. paralyzed.
Any creature that rolls a natural 1 against your
Upon reaching 12th level, you regain all uses after a Resonant Snap, Charming Gaze, or Irresistible saving
short or long rest. throw becomes paralyzed for 1 minute.

At 15th level, your Puppet Die upgrades to a d12,


providing even greater potential benefits. Alluring Distraction
At 15th level, you acquire the ability to utilize your wit
Psychic Scream and charm to distract, confuse, and undermine the
Beginning at 11th level, you gain the ability to unleash a confidence and competence of others.
lethal psychic scream. When a creature that you can see within 60 feet of
You can choose to use your attack action to target a you makes an attack roll, an ability check, or a damage
number of creatures up to your Charisma modifier. A roll, you can use your reaction to expend one of your
piercing sonic screech erupts from the depths of your uses of Cunning Puppetry. Upon doing so, you roll a
being. Puppet Die and substract the result from the creature’s
Each targeted creature must make a Constitution respective roll. You can choose to use this feature after
saving throw. On a failed save, the creature takes the creature has made its roll, but before the DM
psychic damage equal to 8d4 + your Charisma modifier determines the success or failure of the attack roll or
and becomes stunned for 1 round. On a successful save, ability check, or before the creature inflicts its damage.
the creature takes half damage and is not stunned. You However, this ability is ineffective if the creature can’t
can use this ability once before requiring a long rest. hear and see you, or if it has immunity against charm
effects.
At 15th level, you can use this ability an additional time,
and at 18th level, you can use it a third time per long
rest.

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89
Majestic Deflection Furthermore, whenever you make a deception or
disguise kit check, you can choose to automatically
At 17th level, as a bonus action, you can assume a succeed instead of rolling. You can use this ability a
majestic and magical presence for 1 minute or until you number of times equal to your Charisma modifier and
are incapacitated. regain all uses after a long rest.
During this time, whenever a creature attempts to
attack you, the attacker must make a Charisma saving
throw against your spell save DC. Irresistible
If the attacker fails the save, it must select a new
target for its attack or the attack is wasted. If the At 20th level, your Charisma score increases by 4. You
attacker succeeds on the save, it can still attack you, but may even raise your Charisma beyond 20 using this
it does so with disadvantage. ability. When a creature interacts with you for the first
time, they must make a Wisdom saving throw against
Once you use this feature, you cannot do so again until your spell save DC. If they fail, they are charmed as if
you have completed a long rest. affected by the Charm spell. This charm lasts for 10
minutes or until you engage in a hostile action against
the creature, or choose to end it early.

Devil’s Deception Once the charm effect ends, the person remains
unaware that they were under its influence and will
At 18th level, in the eyes of everyone else, you can do no continue to act friendyl towards you, as long as the
wrong. Your character is perceived as good, regardless charm was not terminated due to hostile actions.
of your alignment. Even magics like detect evil will not
work. This ability does not affect creatures that are unable to
see or hear you, or those that are immune to being
charmed.

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90
Emotion Lord Lust: Similar to being charmed, the target becomes
completely infatuated with you or a creature of your
Puppeteers using this voice tend to be very in tune with choice. They will fiercely defend their target of
their emotions as well as the emotions of others. Their affection and attack anyone who threatens them. If
voice is comforting and persuasive, they always give off either the target or their object of affection is
an air of kindness and trustworthiness. knocked unconscious, this effect ends. At the start of
the target’s turn, they must make a Wisdom saving
throw. On a successful save, the effect ends. On a
Calm Heart failed save, the infatuation persists.
At 3rd level, you can cast the Calm Emotions spell at Gluttony: Choose a visible target. The target
will. becomes violently ill and falls prone, vomiting
uncontrollably. At the start of the target’s turn, they
must make a Constitution saving throw. On a
Empathic Vitality successful save, they cease vomiting and can use
their turn to stand up. On a failed save, they continue
At 3rd level, you possess the ability to perceive and vomiting until the beginning of their next round.
harness the emotional energies of those around you. Greed: Every enemy within 60 feet believes that even
This connection empowers you, revitalizing your their own shadow can steal from them. Each enemy
stamina and fortitude. As a bonus action, you can gain must make a Wisdom saving throw or become
one of the following benefits based on the number of frightened for 1 round.
creatures within a 30-foot radius of you (up to a number Sloth: Each enemy within sight must make a
equal to your level): Constitution saving throw or fall asleep for 1 minute
or until they take any damage.
Restore 2 hit points per creature.
Wrath: Choose a visible target. The target must
Increase your damage rolls by 0.5 per creature
succeed on a Wisdom saving throw or become
(rounded up) until the beginning of your next turn.
consumed by rage for a number of rounds equal to
Increase your AC by 0.5 per creature (rounded up)
your Charisma modifier. In this state of extreme
until the beginning of your next turn.
anger, they will randomly attack the nearest creature
or object with advantage. The affected enemy can
You can use this ability a number of times equal to your only make melee attacks.
proficiency bonus and regain all uses upon completing a Envy: Each enemy within sight must make a
long rest. Constitution saving throw. On a successful save,
nothing happens. On a failed save, the enemy’s envy
of your beauty causes them to attack themselves
Dauntless Vigor during their next turn. The affected enemy can only
At 7th level, you gain the ability to bolster your allies, make melee attacks.
alleviating their fears and enhancing their attacks. Pride: The pride of your own strength courses
Choose a visible ally within hearing range. That ally through the bodies of all enemies within 60 feet. For
becomes immune to being frightened and all fear effects the duration of the combat, all enemies in range have
until the end of the combat. Furthermore, they receive a a -2 penalty to their AC. This effect can stack up to
bonus of +1 to their attack and damage rolls for each three times.
enemy present on the battlefield, up to a maximum of Harmonious Negativity: Roll twice and apply both
your charisma modifier. You can use this ability once results.
per short rest.
Alleviate Tension
At 14th level, as an action, you can alleviate your allies’
Wheel of Seven Deadly Sins tensions. For a duration of 1 minute, you and all allies
At 10th level, as an action, you can tap into the within 60 feet gain the following benefits:
emotional instability of your enemies. You can use this
The effects of the Protection from Evil spell
feature twice per short rest. When you activate this
Resistance to nonmagical damage
feature, roll a d8 and refer to the list below to determine
Immunity to fear and charm
the effect. If a target is immune to any of the listed
A +2 bonus to AC
emotions, the ability is wasted and nothing happens.
For effects that affect multiple targets, if all targets are
immune, the ability is wasted and nothing happens. Additionally, at the start of each of your turns, your
allies regain hit points equal to your Charisma modifier.
You can use this feature once per long rest.

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91
Reality Bender Planebound Mastery
Puppeteers who speak with this voice have a penchant At 7th level, you gain the ability to exert control over the
for taking manipulation to a more physical and tangible laws within the plane you have created. During your
level. They adeptly attune their voices to a deceptively turn, while a temporary plane is present due to your
sweet sound, effectively lulling their victims into a self- Dimensional Banishment feature, you can choose to
imposed prison. By infiltrating the thoughts of others, either remain in the real world or shift as a bonus action
they possess the ability to prevent attacks, effectively to your created plane. If another creature was banished
trapping their adversaries within the confines of their to this plane alongside you, you have the option to
own minds. attack them. Your attacks have advantage against
targets in your plane and inflict psychic damage.
Furthermore, while you are within your created plane,
Dimensional Banishment you have resistance to all damage types except psychic.
At 3rd level, you have the ability to create a temporary While you exist in your created plane, you are not
plane of existence and banish a single creature of present in the real world and are unaffected by any
medium size or smaller to that plane. When you use this occurrences there. If you are still within your plane
ability as an action, the target must make a Wisdom when it dissipates, you remain unharmed by its
saving throw. On a failed save, the target is transported disintegration.
to a crumbling plane born of your imagination. This
plane remains in existence for 1d6 rounds, during
which time the target is trapped within your imaginary Blend Reality
realm and unable to take any actions in the real world.
When the plane eventually disintegrates, the target At 10th level, your imagination manifests in reality as
must make a Constitution saving throw. A failed save the planes you create seamlessly blend with the real
results in the target suffering psychic damage as world. When you activate this ability as an action, you
indicated in the table below. A successful saving throw compel the real world to embrace your artificial creation
halves the damage. Οnly one target can be banished in for 1d6 rounds. The surrounding area within a 150 ft.
this manner at a time. You can use this ability a number radius of you merges with your temporary plane,
of times equal to your Puppeteer level per long rest. rendering all creatures within it subject to the effects of
your Dimensional Banishment (and all effects
At 7th level, you gain the ability to target creatures of connected to it such as Planebound Mastery and Planar
large size or smaller with this feature. Dominion). You can end this effect early as a bonus
action. However, the exertion required to materialize
At 10th level, you can target creatures of huge size or your reality exacts a toll upon its end, inflicting 2d6
smaller with this feature. psychic damage to you for each round the plane
remains in existence.
At 14th level, you can target creatures of gargantuan
size or smaller using this feature. You can use this ability once per long rest.

Planar Dominion
Dimensional Banishment Damage
At 14th level, you gain even greater authority over
Puppeteer Level Damage creatures within the planes you create. Any creature of
3-5 1d8 your choise, that is affected by your Dimensional
6-8 2d8 Banishment feature, must make a Wisdom saving
9 - 11 3d8 throw. On a failed save, it is unable to take bonus
12- 14 4d8 actions or reactions, and it suffers an additional 1d6
15 - 17 5d8 psychic damage from all attacks while present on your
18 - 20 6d8 plane.

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92
New Class: The Abyssal Reaver

t
he abyssal reaver, a class shrouded in
darkness and chaos, is an elite warrior Class Features
who has delved deep into the treacherous As an Abyssal Reaver, you gain the following class
realms of the Abyss. These brave souls features
forge a powerful connection with the
Hit Points
chaotic energies that permeate the infernal
planes, channeling their destructive might Hit Dice: 1d10 per Puppeteer level
into their very being. As they tread the path Hit Points at 1st Level: 10 + your Constitution modifier
of the Abyssal Reaver, these knights Hit Points at Higher Levels: 1d10 (or 6) + your
become harbingers of devastation and Constitution modifier per Abyssal Reaver level after
turmoil on the battlefield, their very presence a 1st
testament to the raw power of the Abyss. Proficiencies
Armor: Light armor, medium armor, shields
Through their intense training and communion with the
Weapons: Simple weapons, martial weapons
chaotic forces, Abyssal Reavers become masters of
Tools: None
harnessing the abyssal energies to enhance their
physical prowess and gain access to dark and deadly Saving Throws: Strength, Constitution
abilities. These warriors possess an innate Skills: Choose two skills from Athletics, Intimidation,
understanding of the twisted nature of the Abyss and Perception, and Survival
use it to their advantage, their weapons infused with the Equipment
very essence of the chaotic realms. As they wield these
You start with the following equipment, in addition to
abyssal-forged arms, they cleave through their enemies
the equipment granted by your background:
with supernatural strength, leaving a wake of
destruction in their path. (a) a martial weapon and a shield or (b) two martial
weapons
(a) five javelins or (b) any simple weapon
(a) an explorer’s pack or (b) a dungeoneer’s pack

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93
Ability Score Increase
The Abyssal Reaver When you reach 4th level, and again at 8th, 12th, 16th
Proficiency Chaos and 19th level, you can increase one ability score of
Level Bonus Features Damage your choice by 2, or you can increase two ability scores
1st +2 Chaos-Forged Weaponry 1d4 of your choice by 1. As normal, you can’t increase an
2nd +2 Abyssal Resilience 1d4 ability score above 20 using this feature.
3rd +2 Path Choice 2d4
4th +2 Ability Score 2d4 Unleash Chaos
Improvement Starting at 5th level, you can unleash a devastating
5th +3 Unleash Chaos 3d4 whirlwind of chaotic energy. As an action, you can make
6th +3 Chaotic Surge 3d4 a special melee attack against each creature of your
7th +3 Path Feature 4d4 choice within 10 feet of you. All chosen creatures must
8th +3 Ability Score 4d4 make a Dexterity saving throw against a DC of 8 + your
Improvement proficiency bonus + your Strength modifier. On a fail, a
9th +4 Abyssal Wrath 5d4
creature takes weapon damage plus additional damage
10th +4 Path Feature 5d4
equal to your Chaos Damage, or half of that on a
11th +4 Extra Attack 6d4
success.
12th +4 Ability Score 6d4
Improvement You can use this feature a number of times equal to
13th +5 Chaotic Flurry 7d4 your Constitution modifier (minimum of once). You
14th +5 Chaotic Retribution 7d4 regain all expended uses of Unleash Chaos when you
15th +5 Path Feature 8d4 finish a long rest.
16th +5 Ability Score 8d4
Improvement Chaotic Surge
17th +6 Avatar of Chaos 9d4
18th +6 Chaotic Mastery 9d4 At 6th level, your connection to the Abyss enhances
19th +6 Ability Score 10d4 your physical abilities. Whenever you roll your Chaos
Improvement Damage for an ability or attack roll, you can add your
20th +6 Eternal Abyss 10d4 Constitution modifier to the result. Additionally, when
you roll a 1 on a Chaos Damage dice, you can choose to
reroll those dice and must use the new result. You can
reroll up to a number of dice equal to your Charisma
Chaos-Forged Weaponry modifier per Chaos Damage roll.
At 1st level, when you hit a creature with a weapon
attack, you can choose to deal extra damage equal to Abyssal Wrath
your Chaos Damage, as shown in the “Chaos Damage” Starting at 9th level, whenever you score a critical hit
column on the Abyssal Reaver’s class table. You may with a weapon attack while utilizing your Chaos-Forged
use this feature once per turn. Weaponry feature, you don’t double the Chaos Damage
dice. However, the result of the rolled Chaos Damage is
Abyssal Resilience automatically maximized.
At 2nd level, your connection to the chaotic energies of
the Abyss grants you enhanced resilience. While not Extra Attack
wearing heavy armor, your AC equals 10 + your Beginning at 11th level, you can attack twice, instead of
Dexterity modifier + your Constitution modifier. once, whenever you take the Attack action on your turn.
Additionally, you have advantage on saving throws
against being frightened or charmed. Chaotic Flurry
Reaver’s Path Starting at 13th level, your attacks manifest as a
swirling vortex of chaotic energy. You gain the ability to
At 3rd level, you choose a path to follow. Choose use your Chaos-Forged Weaponry feature twice per
between Abyssal Berserker and Abyssal Shifter, both turn. However, when you activate it for the second time,
detailed at the end of the class description. Your choice the bonus damage dealt is equal to half your Chaos
grants you features at 3rd level and again at the 7th, Damage (rounded down).
10th, and 15th levels.

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94
Chaotic Retribution Your Chaos Damage Die improves to a d8.
Your movement speed increases by 20 feet.
At 14th level, your connection to the Abyss empowers Once during this form, when you successfully hit a
you to harness the chaos of battle and turn it against creature with a weapon attack, you may treat it as a
your enemies. Whenever you are hit by a melee attack, critical hit.
you can use your reaction and redirect the attack’s
damage back at the attacker. To do so, the attacker
must make a Dexterity saving throw against a DC of 8 + Chaotic Mastery
your proficiency bonus + your Strength modifier. If the
At 18th level, your Unleash Chaos feature becomes
attacker fails the save, they suffer the full damage of
even more devastating. When you use your Unleash
their own attack while you take no damage. On a
Chaos feature, you make the Chaos Damage roll with
successful save, both you and the attacker take half of
advantage.
the damage.

You can use this feature a number of times equal to half


your Abyssal Reaver level per long rest.
Eternal Abyss
At 20th level, your connection to the Abyss reaches its
Avatar of Chaos apex. You gain the following benefits:
At 17th level, once per long rest, you gain the ability to Your Abyssal Resilience feature now equals to 12 +
channel the full might of the Abyss into your being. As your Dexterity modifier + your Constitution modifier.
an action, you can transform into an Avatar of Chaos for Your Chaos Die increases to d6.
a duration of 1 minute. While in this form, you gain the Once per short rest, when you roll for your Chaos
following benefits: Damage, you can choose to treat the die as a d10.
Your size increases by one category, granting you an
extended reach of 10 feet.

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95
Abyssal Berserker
The Abyssal Berserker embraces uncontrolled fury and
revels in the chaos of battle. This subclass focuses on
unleashing devastating melee attacks and gaining
unparalleled resilience in the heat of combat.

Chaotic Frenzy
Starting at 3rd level, the chaotic energies that flow
through your veins fuel your berserker instincts.
Whenever you roll for Chaos Damage, you can roll an
additional die.

Chaotic Resilience
At 7th level, your chaotic energy surges to even greater
heights. When you use your Chaos-Forged Weaponry
feature and your Chaos Damage roll exceeds its average
value, you may make an additional weapon attack as a
bonus action.

Chaotic Rampage
Starting at 10th level, the critical range of your weapon
attacks increases by 1 (19-20). Additionally, you may
use your reaction to make a single weapon attack
against a creature that enters within a 5-foot radius.

Abyssal Annihilation
At 15th level, when you are about to take damage from
your Chaotic Retribution feature, you can roll your
Chaos Damage and reduce the incoming damage by the
amount rolled. You can use this feature once per short
rest.

Abyssal Shifter
Form of Chaos
At 3rd level, you gain the ability to transform your body
into a monstrous form infused with chaotic energy. As
an action, you can assume a Form of Chaos. Choose
one of the following forms: Fiendish Maw, Eldritch
Tentacles, or Abyssal Wings. Each form grants different
benefits, as detailed below. You can maintain your Form
of Chaos for a number of minutes equal to half your
Abyssal Reaver level (rounded down). Once you use this
feature, you must finish a short or long rest before you
can use it again.

Fiendish Maw: Your transformation grants you a


terrifying maw filled with razor-sharp teeth. You gain
a bite attack that deals 1d8 + your Strength modifier
piercing damage. Additionally, whenever you deal
damage with your bite attack, you regain hit points
equal to half the damage dealt.

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96
Eldritch Tentacles: Sinister tentacles sprout from Chaotic Adaptation: While in your Form of Chaos,
your body, granting you enhanced reach and the you gain resistance to a damage type of your choice.
ability to manipulate objects and creatures from a Additionally, whenever you hit a creature with a
distance. While in this form, your reach increases by melee attack while in your Form of Chaos, you can
10 feet, and you gain the ability to make a melee choose to deal 1d6 additional damage of the same
spell attack using your Charisma modifier with a type.
range of 30 feet. On a hit, the target takes 1d10 force
damage, and you can choose to either push the
Additionally, while in your Form of Chaos, your attacks
target up to 10 feet away from you or pull it up to 10
are considered magical for the purpose of overcoming
feet closer to you.
resistances and immunity to non-magical attacks.
Abyssal Wings: Massive wings materialize on your
back, granting you the ability to soar through the air
and strike your foes from above. While in this form,
Chaotic Transformation
you gain a flying speed equal to your current walking At 10th level, your shapeshifting abilities reach new
speed. Additionally, when you hit a creature with a heights. When you use your Form of Chaos feature, you
melee weapon attack while flying, you can choose to can now choose two different forms instead of one. You
knock the target prone or push it up to 10 feet away can switch between these forms as a bonus action on
from you. subsequent turns. Additionally, while in your Form of
Chaos, you have advantage on saving throws against
Chaos Infusion spells and other magical effects.
At 7th level, your ability to channel the chaotic energy of
the Abyss becomes even more potent. Whenever you
enter your Form of Chaos, you can infuse your
Apex of Chaos
transformation with additional power. Choose one of At 15th level, your mastery over your Abyssal Shifter
the following Chaos Infusions when you transform: abilities becomes unparalleled. When you use your
Form of Chaos feature, you can now assume all three
Chaotic Regeneration: While in your Form of Chaos, forms at once (Fiendish Maw, Eldritch Tentacles, and
you regenerate hit points equal to your Constitution Abyssal Wings) instead of just one. Additionally, while in
modifier at the start of each of your turns. your Form of Chaos, you may use your Unleash Chaos
Additionally, whenever you score a critical hit with a feature as a bonus action.
melee attack while in your Form of Chaos, you
regain a use of your Unleash Chaos feature.

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New Class: The Fiendish Alchemist

r
eaching into his satchel, a fiendish
alchemist quickly downs a flask of Class Features
glowing blue liquid. The acrid taste of the As a Fiendish Alchemist, you gain the following class
concoction makes him grimace. His features.
fingers start to tremble as dark energy
Hit Points
gathers, forming a swirling vortex of
shadows that engulfs the attacking orc Hit Dice: 1d8 per Fiendish Alchemist level
horde. They are left bewildered and Hit Points at 1st Level: 8 + your Constitution modifier
disoriented, their advance halted by the Hit Points at Higher Levels: 1d8 (or 5) + your
fiendish alchemist’s sinister powers. Constitution modifier per Fiendish Alchemist level
A wicked grin spreads across the face of a after 1st
mischievous fiendish alchemist gnome as he pulls the Proficiencies
string on a small sphere. A faint ticking sound fills the Armor: Light Armor, Medium Armor
air before he shouts, “UNLEASH CHAOS!” A deafening Weapons: Simple weapons, Blowguns, Hand
explosion follows, engulfing the goblin troupe in a blaze Crossbows, and Scimitars
of infernal fire. Within moments, all that remains is a Tools: Alchemy Supplies
heap of smoldering ashes, the fiendish alchemist’s
deadly concoction having decimated his enemies. Saving Throws: Constitution, Intelligence
With a mighty swing, the dwarf’s battle-axe shatters Skills: Choose any 2.
against the relentless charge of the minotaur. Equipment
Undeterred, he reaches into his pack and retrieves a You start with the following equipment, in addition to
bottle of viscous, bubbling liquid. Uncorking it, he gulps the equipment granted by your background:
down the elixir, a surge of dark energy coursing through
his veins. As the minotaur closes in for the final clash, (a) any simple weapon or (b) a scimitar
the dwarf stands firm, his body shielded by an (a) any simple weapon or (b) a light crossbow and 20
impenetrable barrier of dark magic. The monstrous bolts
creature’s assault is futile, barely moving the fiendish (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
alchemist an inch. Alchemy supplies, leather armor, and a dagger

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The Fiendish Alchemist
Level Proficiency Features Discoveries Formulae — Spell Slots Per Spell Level —
Bonus Known Known 1st 2nd 3rd 4th 5th
1st +2 Basic Alchemy, Infernal Bag, Unstable Pyrotechnics — — — — — — —
2nd +2 Create Elixirs, Discovery 2 4 2 — — — —
3rd +2 Fiendish Alchemical Mastery 2 5 3 — — — —
4th +2 Ability Score Increase 2 6 3 — — — —
5th +3 Mystical Bombcraft 2 7 4 2 — — —
6th +3 Elemental Explosives 3 8 4 2 — — —
7th +3 Evasion 3 9 4 3 — — —
8th +3 Ability Score Increase 3 10 4 3 — — —
9th +4 — 4 11 4 3 2 — —
10th +4 Fiendish Alchemical Mastery Feature 4 12 4 3 2 — —
11th +4 Quickfire Assault 4 13 4 3 3 — —
12th +4 Ability Score Increase 5 14 4 3 3 — —
13th +5 — 5 15 4 3 3 1 —
14th +5 Fiendish Alchemical Mastery Feature 6 16 4 3 3 1 —
15th +5 Alchemical Resilience 6 17 4 3 3 2 —
16th +5 Ability Score Increase 7 18 4 3 3 2 —
17th +6 — 7 19 4 3 3 3 1
18th +6 Fiendish Alchemical Mastery Feature 8 20 4 3 3 3 1
19th +6 Ability Score Increase 8 21 4 3 3 3 2
20th +6 Eclectic Alchemist 9 22 4 3 3 3 2

Basic Alchemy must make a Dexterity saving throw against your spell
save DC or take fire damage equal to your Intelligence
You gain proficiency with either Herbalism kit or modifier (minimum of 1). All prepared explosives
Poisoners kit. become inert as soon as you complete your next long
rest. You need alchemy supplies to prepare explosives.
Infernal Bag
You have a magic bag used to cart around your alchemy
lab. When you reach into the bag to produce any Create Elixirs
alchemical supplies you create (elixirs, explosives, After many hours of practice and study, you are able to
mutagens, and toxins) you pull them out with ease (no duplicate spells by infusing a small amount of magic
action required) otherwise the bag functions like an into your creations. When you mix an elixir, you infuse
empty backpack that you can fill with other items. You the chemicals and reagents in the extract with magic
do not run out of reagents used to create your siphoned from your own magical aura. To “cast” these
alchemical supplies if those reagents are not consumed. spell effects, the Fiendish Alchemist must imbibe the
Additionally, the weight of your alchemy supplies are potion as an action. If the spell has a casting time of one
reduced to 1lb. If this bag is ever lost or destroyed you action, reaction or one bonus action, you use whichever
can spend 50gp to purchase a new one from any action you used to drink the elixir to cast the spell effect.
marketplace in Hell. A spell with a casting time that is longer than 1 action
Unstable Pyrotechnics takes its normal casting time to cast, during which the
Fiendish Alchemist must maintain concentration. If
Occasionally your experiments go awry. You’ve learned concentration is broken, the spell fails, but the elixir is
to harness this ability in the form of explosives. Upon not wasted. If you want to try casting the spell again,
completing a long rest, you can create a number of you must start over.
explosives equal to your Intelligence modifier + your All spell effects provided by elixirs can be dispelled by
proficiency bonus. These explosives can be thrown as spells such as dispel magic and counterspell. Any elixirs
an action to a range of 20ft. and deal 1d8 fire damage to removed from the Fiendish Alchemist’s possession
a target it comes into contact with, at 5th level (2d8), become inert until returned. If a spell effect calls for a
11th level (3d8), and 17th level (4d8). Use your material component with a cost or one that is
proficiency bonus + your Dexterity modifier for the consumed, the cost or ingredient must be included in
attack roll. All creatures within 5ft. of the impacted the making of the elixir.
target are subject to the explosive’s splash damage and

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99
Your Formulae List If you lose your formulae list, you can use the same
At 2nd level you have a book with a formulae list procedure to transcribe the elixirs that you have
containing four 1st-level alchemical formulae of your prepared into a new formulae list. Filling out the
choice. Your formulae list is the repository of the remainder of your formulae list requires you to find new
formulae you know and is to you what a spellbook is to a formulae to do so, as normal.
wizard.
Preparing and Crafting Elixirs
The Fiendish Alchemist table shows how many elixir
Adding New Formulae slots (spell slots) you have to craft your elixirs of 1st
When you find an alchemical formula of first level or level and higher. When you prepare an elixir, you must
higher, you can add it to your formulae list if it is of a designate what spell effect from your formulae list goes
level which you can prepare and if you can spare the into the elixir and at what level the effect will be used at.
time to decipher and copy it. You can study a wizard’s You prepare a number of elixirs as you have slots. You
spellbook, potion, or a spell scroll to learn any formula can change any spell effects in any number of your
that is equivalent to a spell the spellbook, potion, or remaining elixirs to another you have written in your
scroll contains. Wizards cannot learn spells from your formulae list when you complete a short rest. The level
formulae list. of the changed formula must equal the level of it’s
For each level of the formula, the process takes 2 current effect. All previously prepared elixirs become
hours and costs 50 gp. The cost represents material inert after taking a long rest.
components you expend as you experiment with the
formula to master it, as well as the fine inks you need to You regain all expended elixir slots when you complete
record it. Once you have spent this time and money, you a long rest.
can prepare the formula just like your other formulae. Spellcasting Ability
Intelligence is your spellcasting ability for your Fiendish
Replacing Your Formulae List Alchemist elixirs. You use your Intelligence whenever a
You can copy a formula from your own formulae list into spell or feature refers to your spellcasting modifier.
another book. This is just like copying a new formula
Spell save DC = 8 + your proficiency bonus + your
into your formulae list, but faster and easier, since you
Intelligence modifier
understand your own notation and already know how to
craft the elixir. You need spend only 1 hour and 10 gp Spell attack modifier = your proficiency bonus + your
for each level of the copied spell. Intelligence modifier

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Learning Formulae of 1st Level and Evasion
Higher
Beginning at 7th level, when you are subjected to an
You begin with four formulae on your formulae list.
effect that allows you to make a Dexterity saving throw
Each time you gain a Fiendish Alchemist level, you can
to take only half damage, you instead take no damage if
add one alchemical formula of your choice from the
you succeed on the saving throw, and only half damage
Alchemical Formulae list located later in the class
if you fail.
description. Each of these formulae must be of a level
which you have elixir slots as shown on the Fiendish
Alchemist table. On your adventures you might find
other formulae that you can add to your formulae list.
Quickfire Assault
Starting at 11th level, after throwing one of your
Discovery explosives or drinking an elixir, you can make a weapon
attack as a bonus action.
Your research into the alchemical arts has led you to
some very interesting information. At 2nd level you
learn two discoveries located at the end of the class Alchemical Resilience
description. You learn additional discoveries at 6th, 9th,
12th, 14th, 16th, 18th, and 20th levels. Additionally, After ingesting various reagents and breathing less-
when you gain a level in this class, you can choose one than-savory fumes, you have some measure of
of the discoveries you know and replace it with another protection from toxins. At 15th level you gain resistance
discovery that you could learn at that level. to acid and poison damage and have advantage on
saving throws against poisons. Upon reaching 18th
Fiendish Alchemical Mastery level you gain immunity to poison damage and the
poisoned condition.
At 3rd level you decide to devote yourself to a refined
mastery. Choose between Elixir Mastery, Research
Mastery, Explosion Mastery, Mutation Mastery, or Eclectic Alchemist
Poison Mastery. Your choice grants you features at 3rd
level and again at 10th, 14th, and 18th level. At level 20 you’ve completed most of your mastery, so
you branch into the knowledge of another mastery.
Choose another Fiendish Alchemical Mastery. You gain
Ability Score Increase the benefits of that mastery’s 3rd and 10th level
When you reach 4th level, and again at 8th, 12th, 16th features. (You are considered to be a 10th level Fiendish
and 19th level, you can increase one ability score of Alchemist of that mastery for the purposes of discovery
your choice by 2, or you can increase two ability scores prerequisites and class features.)
of your choice by 1. You cannot increase an ability score
above 20 using this feature.

Mystical Bombcraft
You infuse a small string of warding magic into your
bombs. Beginning at 5th level any creatures of your
choice are unaffected by your explosive’s splash
damage. Additionally, your bombs are considered magic
for the purpose of overcoming resistances and
immunities to nonmagical weapons.

Elemental Explosives
The study of alchemy brings you also a better
understanding of natural phenomena. Beginning at 6th
level, when you throw one of your explosives, you can
channel a small amount of your magic into it, altering its
properties. When you prepare your elixirs, you can pick
the type of damage it deals between acid, cold, fire, or
lightning.

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Elixir Mastery Research Mastery
Although the most common mastery of fiendish This Fiendish Alchemy Mastery focuses on researching
alchemy, alchemists enrolled in the Elixir Mastery are and finding ways to create elixirs more affordably,
experts at both making and drinking potions with a efficiently, and effectively.
plethora of effect and potencies.

Elixir Empowerment
Formula Flexibility When you take this mastery at 3rd level you no longer
Starting at 3rd level, you can change the spell effect of require material components with a total value of 10gp
one of your elixirs as a bonus action following the rules or less when you prepare your elixirs.
of changing elixir effects located under Preparing and
Crafting Elixirs. You may do this a number of times
equal to your Intelligence modifier. You regain all Enhanced Research
expended uses of this feature after completing a long
At 10th level, you learn two additional discoveries in
rest.
addition to the ones you know, assuming you meet the
prerequisites.
Shared Elixir Mastery
Starting at 10th level, any elixirs you prepare can leave Shared Burden
your possession while retaining their magical benefits,
Beginning at 14th level, when a creature damages you
allowing a creature you choose to use the elixir’s effects.
with an attack, you can use your reaction to halve the
The effects of the elixir still use your spellcasting
damage dealt to you. The attacking creature will then
modifier and spell save DC. If a spell cast through one
suffer the remaining half of the damage. This damage
of these elixirs requires concentration the user have to
cannot be reduced in any way. You must complete a
maintain it, otherwise the magic tether breaks and the
short or long rest before you can use this feature again.
spell ends.

Fast Drinker Primal Essence


Starting at 18th level, you no longer age and do not
Beginning at 14th level, you may drink one of your
suffer the frailty of old age. Whenever you prepare your
elixirs as a bonus action (but only one elixir per turn) a
elixirs, you can perform one of the following effects:
number of times equal to your Constitution modifier.
You regain all expended uses of this feature after Power: You can end all diseases and poisons
completing a long rest. affecting a creature. Additionally, the creature loses
all levels of exhaustion if they have any and regains
all hit points.
Master Alchemical Infusion Chaos: You increase the damage of one of your
At 18th level, you can prepare an extra powerful elixir. explosives to 8d10 (splash damage remains
Choose a 6th level formula and a 7th level formula from unchanged).
the Fiendish Alchemical Formulae list located at the Life: You can cast the True Resurrection spell on a
end of this class’s description. You learn those formulae body within 5ft. of you. When you cast this feature,
and can prepare one elixir of each formula when you material component is not required. Once you use
prepare the rest of your elixirs. These formulae don’t this feature, you must wait 7 days before you can use
count against your prepared elixirs. (These formulae any of your Materia Prima again.
cannot benefit from your Shared Elixir Mastery or Fast Greed: You do not need to provide material
Drinker features.) components when preparing your elixirs.

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Explosion Mastery
Fanatic demolition experts, those who choose the
Explosion Mastery excel at making bombs and
grenades.

Versatile Throwing
When you choose this archetype at 3rd level you apply
your proficiency bonus to improvised weapons when
you throw them at a target.

Far-reaching Explosives
At 3rd level the distance you can throw your explosives
is doubled. Additionally, you can throw one of your
explosives as a bonus action (but only one per turn).
(This feature applies to flasks of acid, alchemist’s fire,
and holy water as well.)

Explosive Intellect
At level 10th, throwing bombs is just as natural to you
as preparing them. You may also use your Intelligence
instead of your Dexterity on attack rolls made with your
bombs and your explosives deal additional damage to
the struck target equal to your Intelligence modifier.
Additionally, the explosive’s splash damage increases to
10 feet and deal additional damage equal to half of your
Fiendish Alchemist level.

Infernal Pyrotechnics
Starting at 14th level, when preparing elixirs, you may
choose to prepare a number of explosives in their place.
The number of explosives you can create with this
feature is equal to half your Fiendish Alchemist level.
Additionally, regardless of the elixir slot it occupies (if
any) the damage of all your explosives increase from a
d8 to d10. This damage increases to d12 at 18th level.

Elemental Blastwave
Beginning at 18th level all creatures within 5ft. of the
target of one of your explosives must succeed on a
Dexterity saving throw or take damage equal to half
your Fiendish Alchemist level. Additionally, the target of
the explosive is affected by an additional condition
based on the explosive’s damage type.

Acid: The target takes additional acid damage at the


start of its next turn equal to half your Fiendish
Alchemist level.
Cold: The target’s movement speed is halved until
the start of your next turn.
Fire: The target takes fire damage equal to your
Intelligence modifier, at the start of each of its turns,
for one minute or until they succeed on a Dexterity
saving throw against your spell save DC to put out
the flames (requires an action).
Lightning: The target cannot take reactions until the
start of your next turn.

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Mutation Mastery Poison Mastery
The reclusive Mutation Mastery holds an old form of Perhaps the most obscure mastery of fiendish alchemy,
fiendish alchemy thought to be more pure than the the Poison Mastery focuses on creating deadly poisons
other forms. This mastery focuses on creating special with a variety of debilitating effects.
elixirs that change the very nature of one’s body.

Venomous Arsenal
Mutagen When you choose this archetype at 3rd level, you can
Your alchemical study involves change, but there must apply poisons and toxins you create to a melee weapon
always be a trade off. Beginning at 3rd level, upon or 10 pieces of ammunition as a bonus action. When a
completing a short or long rest, you can create one toxin is applied to a weapon, it retains potency for one
mutagen. When you drink this mutagen as an action you minute or until you land an attack against a creature.
gain a +1 bonus to your AC and gain advantage on all
Strength, Dexterity, and Constitution ability checks for
10 minutes. You also suffer disadvantage on all Poisonous Preparations
Intelligence, Wisdom, and Charisma ability checks for
Instead of pursuing conventional alchemy, you’ve
the duration as well. You can create two mutagens upon
decided to delve into the realm of virulent poisons.
reaching 10th level and three upon reaching 14th level.
Beginning at 3rd level, when preparing elixirs, you may
You can only be under the effects of one mutagen at a
choose to prepare a number of toxins in their place. The
time. Attempting to drink a second mutagen cancels out
number of toxins you can create is equal to your
both mutagens and gives you two levels of exhaustion.
Intelligence modifier. The toxins you create and apply to
You require alchemy supplies to create mutagens.
weapons deal poison damage equal to 1d4 per level of
the elixir it replaces + your Intelligence modifier. On a
Mutagen Discharge hit, the target of your toxin must then make a
Constitution saving throw against your spell save DC or
Beginning at 10th level you can choose to end any become poisoned for one minute. The target can make a
mutagen affecting you as a bonus action. You may use saving throw at the beginning of each of its turns,
this feature up to two times before you must complete a ending this condition early on a success.
long rest. At 14th level you gain two more uses of this
feature until you must complete a long rest; and at 18th You require alchemy supplies to prepare toxins.
level, you may use this feature a number of times equal
to half your Fiendish Alchemist level until you must
complete a long rest. Adaptive Poisons
Instead of sickening your opponent, your toxins can take
Mutagenic Resilience on a variety of other effects. Beginning at 10th level, you
know two of these effects and learn additional effects at
At 14th level, while under the effects of a mutagen you
14th and 18th levels. These effects replace the poisoned
cannot be charmed, and you are immune to the
frightened condition. condition that your toxins would normally apply.

Clouded Mind: The target must make an Intelligence


saving throw against your spell save DC. On a failed
Supreme Mutagen save, roll a d6 at the start of each of the target’s
You’ve learned the secret to a perfect mutation. Starting turns. On a roll of 1-4 the target takes its turn as
at 18th level you can create one special mutagen in normal. On a roll of 5-6, the target wastes it’s turn
addition to the other mutagens you can create. When doing nothing. The target can repeat the saving
you drink this mutagen, its benefits last for one hour. throw at the end of each of their turns, ending this
Additionally, its benefits apply to the relevant saving condition early on a success.
throws as well. You do not suffer the penalties of a Darkness: The target must make a Wisdom saving
normal mutagen when you use a Supreme Mutagen. throw against your spell save DC or become blinded
You must complete a long rest before you can make any for one minute. The target can repeat the saving
more Supreme Mutagens. (If you have the Cognatogen throw at the end of each of their turns, ending this
Discovery, this feature applies to those mutagens as condition early on a success.
well. This feature does not apply to the Beast Drowsy: The target must make a Constitution saving
Transformation, Combat Prowess, or Feral Mutagen throw against your spell save DC or fall asleep for
discoveries.) one minute, until the sleeper takes damage, or until
someone uses their action to wake the target.

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Feeble: The target must make a Constitution saving
throw against your spell save DC or become
incredibly feeble. The target deals half damage from
weapon attacks that use Strength for one minute.
The target can repeat the saving throw at the end of
each of their turns, ending this condition early on a
success.
Locked Joints: The target must make a Strength
saving throw against your spell save DC or become
paralyzed for one minute. The target can repeat the
saving throw at the end of each of their turns, ending
this condition early on a success.
Incapacitation: You can prepare your poisons in
such a way so as to incapacitate rather than kill. At
14th level, when you prepare a toxin in this way, it
does no damage, but the target has disadvantage on
their initial saving throw against the poisoned
condition of your toxins or conditions applied from
your Adaptive Poisons feature.

Toxic Combination Expertise


Starting at 18th level the number of toxins you can
prepare equals half your Fiendish Alchemist level.
Additionally, you can apply two effects granted by your
Secondary Effects feature or one effect and the
poisoned condition to a number of toxins equal to your
Intelligence modifier (separate saves are required for
each effect). Toxins prepared in this way deal no
damage.

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105
Discoveries Alchemic Mine
Prerequisite - 5th Level, Explosion Mastery
As a Fiendish Alchemist, you gain bouts of inspiration
and focus. These pursuits often lead to discoveries that You can prepare one special explosive in place of an
you might work towards or abandon halfway through. explosive you could normally prepare to explode when a
You can learn a discovery at the same time that you creature approaches. You can set this explosive against
meet its prerequisites. A level prerequisite refers to your a flat surface as an action. A creature can make a
level in this class. Additionally, when you gain a level in Wisdom (Perception) check against your spell save DC
this class, you can choose one of the discoveries you to notice the mine. If you spend one round burying the
know and replace it with another discovery that you mine under a small layer of dirt or similarly light cover,
could learn at that level unless stated otherwise. (Upon the creature has disadvantage on the check. When a
obtaining the Eclectic Alchemist feature, you are small or larger creature unaware of the mine’s presence
considered to be a 10th level character in whatever enters the mine’s space, they set it off unless they are
mastery you chose.) flying or otherwise aloft. The creature must make a
Aether Bomb Dexterity saving throw against your spell save DC or
take damage equal to one of your explosives or half as
Prerequisite - Research Mastery
much on a successful save. (This particular kind of
When you throw one of your explosives, you can choose explosive does not have splash damage) A creature
to have it deal necrotic damage on a hit. aware of the mine can choose to move half its speed on
its turn to move through the mine’s space without
Additional Supreme Mutagen setting it off.
Prerequisite - 20th Level, Mutation Mastery
Alchemy Practice
You can prepare an additional Supreme Mutagen for You gain proficiency in either an Herbalism Kit or a
the cost of two normal mutagens. Poisoner’s Kit. Alternatively, you can choose to double
your proficiency in Alchemy Supplies, Herbalism Kits,
Adept Arcane Studies or Poisoner’s Kits that you’re proficient with. (Fiendish
Prerequisites - 12th Level, Arcane Studies, Extra Alchemists of the Poison Mastery immediately doubles
Arcane Studies their proficiency with Poisoner’s Kits in addition to
another affect of this discovery.)
You may cast the spells you chose from your Extra
Arcane Studies discovery more frequently. These spells Alkahest
can be used a number of times equal to your Prerequisite - 10th Level, Research Mastery
Intelligence modify and are now restored after
completing a short or long rest. (This discovery is You can prepare an additional concoction of sorts when
permanent. Additionally, your Extra Arcane Studies you prepare your elixirs in addition to any other elixirs
discovery becomes permanent when you learn this you can prepare. As an action, you can choose to throw
discovery.) this item as if it were an explosive. This particular
explosive deals 3d10 acid damage on a hit and deals
Adept Esoteric Studies half your Fiendish Alchemist level with it’s splash
Prerequisite - 15th Level, Esoteric Studies, Research damage. Alternatively, you can pour this concoction
Mastery You may cast the spells you chose from your onto a substance covering no more than 1 square foot.
Esoteric Studies discovery more frequently. These This concoction dissolves any material it comes into
spells are now restored after completing a short or long contact with including sovereign glue.
rest. (This discovery is permanent. Additionally, your
Esoteric Studies discovery becomes permanent when Arcane Studies
you learn this discovery.) You learn three cantrips from the Wizard spell list. (This
discovery is permanent. A Fiendish Alchemist of the
Fiendish Makeup Research Mastery learns an additional cantrip from the
You gain proficiency in the Deception and Persuasion druid spell list when they learn this discovery. Your
skills. spellcasting ability for these spells is that of the
respective class.)

NEW CHARACTER OPTIONS


106
Assassin’s Blade Axiomatic Bomb
Prerequisite - 6th Level Prerequisite - 15th Level, Flashbang, Explosion Mastery

Any weapon attack you make that doesn’t already apply Your bombs are now capable of dealing radiant damage
poison damage deals an extra 1d4 poison damage. when you use your Elemental Explosives feature. All
(Fiendish Alchemists of the Poison Mastery deals 1d6 creatures affected by this explosive must make a
extra damage when they use this discovery.) Constitution saving throw against your spell save DC or
become blinded for one minute and deafened until the
start of your next turn. A creature can repeat this saving
Augmented Anatomy throw at the start of subsequent turns, ending these
Prerequisite - 20th Level, Enhanced Anatomy effects early on a success.

One ability score of your choice increases by 4 and the


maximum of that score increases by 4. (This discovery
is permanent. This ability score increase need not be
the one you chose for your Enhanced Anatomy
discovery.)

NEW CHARACTER OPTIONS


107
Beast Transformation Choking Gas
Prerequisite - 10th Level, Mutation Mastery Prerequisite - Poison Mastery

You have learned how to change in a more bestial way. You can prepare up to two special explosive in place of
You can prepare this mutagen in the place of another up to two explosives you could normally prepare to
you could prepare. When you drink this mutagen, you produce a thick plume of greenish, toxic smoke. Instead
take on the effects of the polymorph spell, targeting only of dealing instant damage, the explosive fills a 15-foot
yourself. Your mental ability scores stay the same sphere with smoke, heavily obscuring the area for one
(though you cannot speak in this form) and your hit minute. A creature that enters the smoke or starts its
points are equal to your Fiendish Alchemist level unless turn in the smoke takes poison damage equal to your
the beast’s are higher. Intelligence modifier. A creature that doesn’t need to
breathe is unaffected. A wind of at least 10 miles per
hour disperses the smoke in one round.
Breaching Charge
Prerequisite - 6th Level
Cluster Bomb
You can prepare up to two special explosives in place of Prerequisite - 20th Level, Explosion Mastery
up to two explosives you could normally prepare to blow
through solid objects. The damage type of these bombs You can throw two explosives at once as an action
changes to thunder, and they deal double damage to provided they are the same damage type. Additionally,
solid objects and siege engines not being worn or you can throw an explosive using a bonus action and
carried. (If you have the Delayed Bomb discovery, you still use other explosives using your action on that turn.
can stick these explosives to solid objects before using
your action, or possible bonus action, to detonate them.)
Cognatogen
Prerequisite - Mutation Mastery
Brewmaster
You gain proficiency with Brewing Supplies. (Fiendish You’ve learned how to flip the basic mutagen benefits to
Alchemists of the Elixir Mastery receive expertise in allow for more versatility. You can prepare a special
Brewing Supplies.) mutagen in place of a normal one. Upon drinking this
mutagen, you gain a +1 bonus to all Intelligence,
Wisdom, and Charisma saving throws and gain
Caustic Blood advantage on all Intelligence, Wisdom, and Charisma
Whenever a creature within 5 feet of you hits you with ability checks for 10 minutes. You also suffer
an attack, that creature takes acid damage equal to your disadvantage on all Strength, Dexterity, and
Constitution modifier (minimum of 1). (Fiendish Constitution ability checks for the duration as well.
Alchemists of the Mutation Mastery deal damage equal
to their proficiency bonus or their Constitution modifier,
whichever is higher, when using this discovery.)
Combat Prowess
Prerequisite - 5th Level, Mutation Mastery

Celestial Poison You’ve learned how to bolster your combat effectiveness


Prerequisite - Poison Mastery with mutagens. You can prepare a special mutagen in
place of a normal one, and for a number of minutes
Your toxins now affect undead. equal to your Intelligence modifier you can attack twice
instead of once when you take the attack option on your
turn. Additionally, if you are wearing light or no armor,
Chameleon your armor class becomes 10 + your Dexterity Modifier
Prerequisite - Mutation Mastery + your Intelligence modifier. While under the effects of
this mutagen, you cannot drink any of your elixirs. Treat
You gain expertise in Stealth. elixirs as a mutagen for purposes of drinking multiple
mutagens.
Extra Attack
Prerequisite - 5th level

You can attack twice, instead of once, whenever you


take the Attack action on your turn.

NEW CHARACTER OPTIONS


108
Concussion Grenade
Prerequisite - Explosion Mastery

You can prepare up to two special explosive in place of


up to two explosives you could normally prepare to
deliver a disorienting assault. Instead of dealing
damage, any creature within the explosion’s splash
damage radius must make a Constitution saving throw
or become stunned for a number of rounds equal to
your Intelligence modifier and be blinded until the start
of your next turn. A creature can repeat this saving
throw at the start of subsequent turns, ending these
effects early on a success.

Cosmic Shard
Prerequisite - Research Mastery

Your Elixir Empowerment feature replaces material


components with a value of 25gp or less.

Darkness Bomb
Prerequisite - 10th Level

You can prepare up to two special explosives in place of


up to two explosives you could normally prepare to
remove all light from an area. After you throw this
bomb, a 15-foot sphere of magical darkness springs
forth for one minute. The darkness spreads around
corners, and a creature with darkvision can’t see
through this darkness, and nonmagical light can’t
illuminate it. If any of this explosive’s area overlaps with
an area of light created by a spell of 2nd level or lower,
the spell that created the light is dispelled. (If the
Fiendish Alchemist is at least 9th level and follows the
Explosion Mastery, the level of the darkness effect
equals the appropriate slot (if any) the explosive
occupies assuming the slot is 3rd-level or higher.
Otherwise it’s cast at it’s lowest level.)

Delayed Bomb
You can delay the detonation of an explosive you’ve
thrown within 30 feet of you for a number of rounds
equal to your Intelligence modifier. As an action, you
can detonate this explosive, otherwise it explodes after
all rounds are expended. (Fiendish Alchemists of the
Explosion Mastery can detonate their explosive as a
bonus action.)

Directed Bomb
Prerequisite - Explosion Mastery

You can prepare any number of special explosives in


place of any explosives you could normally prepare to
explode in a 15-foot cone rather than a sphere. When
you throw the explosive, you choose the direction of the
cone.
Dispelling Bomb Elixir of Unlife
Prerequisite - 8th Level Prerequisite - 10th Level

You can prepare up to two special explosives in place of When you prepare your elixirs, you can prepare an
up to two explosives you could normally prepare to Elixir of Unlife. This elixir does not count against the
mimic the effects of the dispel magic spell within a 15- number of elixirs you can prepare. This item is poured
foot sphere as if cast at its lowest level. This explosive onto a corpse or pile of bones, granting the semblance
utilizes your spellcasting modifier. (If the Fiendish of the animate dead spell targeting only one target. You
Alchemist is at least 9th level and follows the Explosion can prepare one Elixir of Unlife after completing a long
Mastery, the level of the dispel magic effect equals the rest.
appropriate slot (if any) the explosive occupies
assuming the slot is 4th-level or higher. Otherwise it’s
Enhanced Anatomy
cast at it’s lowest level.) One ability score of your choice increases by 2 to a
maximum of 20. (You may select this discovery multiple
times, each time choosing a different ability score. You
Draught of Mutation cannot choose the same ability score more than once.
Prerequisite - 15th Level This discovery is permanent.)

You can prepare one mutagen upon completing a long Enhanced Keen Sight
rest. (Fiendish Alchemists of the Mutation Mastery can Prerequisite - Keen Sight
prepare an additional mutagen whenever they prepare
mutagens during a short or long rest.) You can see normally in darkness, both magical and
nonmagical, to a distance of 60 feet. Additionally, the
distance your Keen Sight discovery covers is increased
Duck and Cover by 30 feet. (This discovery is permanent. Additionally,
Prerequisite - 8th Level when you choose this discovery, your Keen Sight
discovery becomes permanent as well.)
You gain proficiency in Dexterity saving throws.
Esoteric Studies
Prerequisite - 5th Level, Research Mastery
Eldritch Transmutation
Prerequisite - 12th Level Choose one 1st-level spell and one 2nd-level spell from
the druid spell list. You can cast those spells in the way
You learn the fabricate spell and can cast it as a wizard a druid does without expending an elixir slot. You must
without expending an elixir slot. You must complete a complete a long rest before you can cast either of these
long rest before you can cast this spell again. (A spells again.
Fiendish Alchemist of the Research Mastery can cast
this spell again after completing a short or long rest.)
Explosive Ammunition
Prerequisite - 10th Level, Explosion Mastery

Elixir Adept You can prepare up to two special explosives in place of


Prerequisite - Elixir Mastery up to two explosives you could normally prepare and
attach them to a form of ammunition. If the ammunition
You can prepare an additional two 1st-level elixirs. hits when fired, the bomb explodes as if you threw it. If
the attack misses, the explosive does not go off. (If the
ammunition is destroyed upon impact, the explosive is
Elixir of Recovery destroyed as well.)
Prerequisite - 10th Level, Elixir Mastery
Extra Arcane Studies
When you prepare your elixirs, you can prepare one Prerequisite - 8th Level, Arcane Studies
Elixir of Recovery. This elixir does not count against the
number of elixirs you can prepare. If this item is poured Choose one 1st-level and one 2nd-level spells that you
on a corpse that has died within the past minute, it know. You can cast those spells in the way a wizard
returns to life with 1 hit point. You can prepare one does without expending an elixir slot. You must
Elixir of Recovery after completing a long rest. complete a long rest before you can cast either of these
spells in this way again.

NEW CHARACTER OPTIONS


110
Eyes of Arcana Flashbang
You can cast detect magic at will, without expending a You can prepare up to two special explosives in place of
spell slot or material components. (A Fiendish up to two explosives you could normally prepare to
Alchemist of the Research Mastery can sense the deliver a burst of light. Instead of dealing damage, any
presence of magic within 60 feet of themself at 10th creature within the explosion’s splash damage radius
level if they learn this discovery.) must make a Constitution saving throw or become
blinded for a number of rounds equal to your
Intelligence modifier and deafened until the start of your
Eyes of Detection next turn. A creature can repeat this saving throw at the
Prerequisite - 15th Level start of subsequent turns, ending these effects early on a
success.
You can see the true form of any shapechanger or
creature concealed by illusion or transmutation magic Forceful Bomb
while the creature is within 30 feet of you and within You can prepare any number of special explosives in
line of sight. (An 18th level Fiendish Alchemist of the place of any explosives you could normally prepare to
Mutation Mastery gains truesight out to a range of 30 deliver a burst of force. Instead of dealing damage, any
feet when they choose this discovery.) creature within the explosive’s splash damage radius
must make a Strength saving throw or be pushed 20
feet away from the center of the explosion and be
Featherweight Tonic
knocked prone, or be pushed half as much and stay
Prerequisite - 9th Level standing on a successful save.
When you prepare your elixirs, you can prepare an Hasty Mixture
Elixir of Levitate. A creature that drinks this tonic can Prerequisite - 5th Level
only target itself, otherwise this functions as a normal
elixir. This elixir does not count against the number of You can prepare a number of explosives equal to half
elixirs you can prepare. your Intelligence modifier (minimum of 1) during a
short rest. These explosives aren’t as powerful and only
deal 1d4 fire damage on a hit and half your Intelligence
Feral Mutation
modifier (minimum of 1) to all creatures affected by the
Prerequisite - 15th Level, Mutation Mastery explosive’s splash damage. (Fiendish Alchemists of the
Explosion Mastery may ignore this damage reduction
When you prepare your mutagens you can choose to
upon reaching 9th level.)
prepare a special one in place of a normal one. When
you drink this mutagen you grow wings, granting you a Homing Grenade
flying speed of 30 feet while wearing light or no armor; Prerequisites - 5th Level
and you grow sharp claws, fangs, or horns granting
yourself natural weapons that deal 2d10 + your You can prepare up to two special explosives in place of
Strength modifier slashing or piercing damage. These up to two explosives you could normally prepare with
weapons count as magical for the purposes of magic to track an enemy. This special grenade has been
overcoming resistances and immunities to nonmagical fitted with magic akin to the magic missile spell. When
weapons and use your proficiency bonus + your you throw this explosive at a creature in range, you
Strength modifier for the attack rolls. Additionally, you strike the target for 2d4 Force damage. All creatures
gain a +2 bonus to attack rolls. This mutagen lasts for a within 5 feet of the target must make a Dexterity saving
number of minutes equal to your Intelligence modifier. throw against your spell save DC or take force damage
While under the effects of this mutagen if you use your equal to your Intelligence modifier.
action to perform anything other than the Attack action,
you take 2d6 psychic damage. This damage cannot be Improved Quaff
reduced in any way. If you end your turn within 5 feet of Prerequisite - 15th Level, Elixir Mastery
a creature and still haven’t used your action, you must
use it to attack that creature. If a creature provokes an You are not restricted to drinking one elixir per turn
attack of opportunity as a result of leaving your reach, when using your Fast Drinker feature, but one of the
you must attempt to attack that creature. elixirs cannot exceed 1st level.
Keen Sight
You gain darkvision out to a range of 60 feet If you
already possess darkvision, increase its range by 30
feet. (Fiendish Alchemists of the Mutation Mastery,
double the range of this discovery.)

NEW CHARACTER OPTIONS


111
Luminescence Master Elixir
You can create two small, clear flasks of glowing liquid Prerequisite - 20th Level, Elixir Mastery
over the course of a short rest. This liquid sheds bright
light out to a range of 15 feet and dim light 15 feet You can prepare another 6th level elixir when you
beyond that for 8 hours. A creature can also choose to prepare your elixirs.
fill a lamp or lantern with Luminescence, doubling the
range of the bright and dim light produced by the lamp
Masterful Arcane Studies
or lantern, but the Luminescence can only burn for 1
hour. You must complete a short or long rest before you Prerequisite - 18th Level, Adept Arcane Studies, Arcane
can create any more Luminescence. (An Fiendish Studies, Extra Arcane Studies
Alchemist of the Research Mastery can burn
You may cast the spells you chose from your Extra
Luminescence in a lamp or lantern for a number of
Arcane Studies at will without expending an elixir slot.
hours equal to their Intelligence modifier.)
(This discovery is permanent.)
Net Bomb Reagent Research
You can prepare up to two special explosives in place of You gain proficiency in Nature and Survival skills. If you
up to two explosives you could normally prepare to already have proficiency, you gain expertise in those
entangle your enemies. These explosives do not deal skills.
damage, and anyone within the explosive’s splash
damage radius must make a Dexterity saving throw Sluggish Toxin
against your spell save DC or become restrained for one Prerequisite - 10th Level, Poison Mastery
minute. A creature can attempt to make a Strength
saving throw at the beginning of each of their turns, When a creature is affected by the poisoned condition
freeing themselves on a success. from one of your toxins, they only add half their
Dexterity modifier to their armor class (if applicable)
Phantom Elixir and can only take one action or bonus action on their
Prerequisite - 12th Level turn.

When preparing your elixirs, you can prepare a Speedy Metabolism


Phantom Elixir. When you drink this elixir, you become Prerequisite - 5th Level, Elixir Mastery
incorporeal for one minute. While incorporeal, you can
walk through walls and creatures as if they were Whenever you would roll dice to heal yourself from a
difficult terrain. If this effect ends while you’re inside a potion or elixir, you instead heal for the maximum
creature or object, you are shunted to the nearest amount.
unoccupied space and take force damage equal to the
number of feet you were pushed. This elixir does not Strong Brew
count against the number of elixirs you can prepare. (An 1st-level elixirs you create that deal damage add your
18th level Fiendish Alchemist of the Elixir Mastery can Intelligence modifier to the damage roll. (Level 13
prepare an additional Phantom Elixir in the place of one Fiendish Alchemists of the Elixir Mastery can apply this
of their 6th or 7th level formulae.) bonus to all elixir effects they create.)
Philosopher’s Stone Smoke Bomb
Prerequisite - 20th Level, Research Mastery
You can prepare any number of special explosives in
You can use your Primal Essence feature twice when place of any explosives you could normally prepare to
you prepare your elixirs. produce a thick plume of smoke. Instead of dealing
damage, the explosive fills a 15-foot sphere with smoke,
Potions Expert heavily obscuring the area for one minute. A wind of at
Prerequisite - Elixir Mastery least 10 miles per hour disperses the smoke in one
round.
You can identify the properties of any potion assuming
you spent 1 minute studying it. Tonic of Aptitude
Prerequisite - 10th Level
Powder Bomb
You can prepare up to two special explosives in place of When you prepare your elixirs, you can prepare an elixir
up to two explosives you could normally prepare to of enhance ability at its lowest level. This elixir does not
explode with a white dust. The explosive deals no count against the number of elixirs you can prepare.
damage, but dust fills a 30-foot sphere and reveals the (Fiendish Alchemists of the Mutation Mastery can
location of any tangible invisible creatures in its area. replace one of their mutagens with this elixir upon
(Upon reaching 5th level, this discovery applies to reaching 15th level.)
invisible incorporeal creatures as well.)
Tonic of Energy
Quicksilver Coating
Prerequisite - 11th Level
You can prepare two special coatings in the place of one
of the elixirs of 1st level or higher you can normally When you prepare your elixirs, you can prepare an elixir
prepare. When this liquid is applied to a melee weapon of haste targeting whoever drank it. This elixir does not
or twenty pieces of ammunition, the weapon becomes count against the number of elixirs you can prepare.
“silvered” for 8 hours. Upon reaching 5th level, you can When a creature drinks the elixir you have to maintain
prepare a number of coatings equal to your Intelligence concentration on the spell as normal.
modifier for every elixir it replaces.

NEW CHARACTER OPTIONS


113
Tonic of Leaping 2nd Level
Prerequisite - 9th Level
Aganazzar’s scorcher, aid, alter self, augury, barkskin,
When you prepare your elixirs, you can prepare an elixir blindness/deafness, blur, continual flame, darkness,
of jump. This elixir does not count against the number darkvision, detect thoughts, dragon’s breath, earthbind,
of elixirs you can prepare. enhance ability, enlarge/reduce, enthrall, find traps,
gentle repose, gust of wind, heat metal, invisibility,
Tonic of Nourishment knock, lesser restoration, levitate, locate animals or
You can prepare two special tonics in the place of one of plants, locate object, magic weapon, maximilian’s
the elixirs of 1st level or higher you can normally earthen grasp, mind spike, mirror image, misty step,
prepare. When a creature drinks this tonic, they receive nystul’s magic aura, pass without trace, protection from
the benefits of having eaten a berry from the goodberry poison, see invisibility, spider climb, suggestion,
spell. Upon reaching 10th level, you can prepare a warding bond, web, zone of truth
number of this tonics equal to your Intelligence modifier
for every elixir it replaces.
3rd Level
Tonic of Warding
When you prepare your elixirs, you can prepare an elixir beacon of hope, blink, catnap, counterspell, dispel
of mage armor. This elixir does not count against the magic, elemental weapon, fear, feign death, fireball, fly,
number of elixirs you can prepare. gaseous form, glyph of warding, haste, hypnotic pattern,
life transference, lightning bolt, meld into stone,
Touch of Death nondetection, protection from energy, remove curse,
Prerequisite - 5th Level, Poison Mastery revivify, sending, slow, speak with dead, speak with
plants, thunder step, tiny servant, tongues, water
You can apply poisons and toxins you create to your breathing, water walk
hand without poisoning yourself. You can then make a
melee spell attack or unarmed strike against a target.
On a hit, the poison is applied to the target. 4th Level
Virulent Gas arcane eye, aura of purity, charm monster, compulsion,
Prerequisite - 15th Level, Choking Gas, Poison Mastery death ward, dimension door, elemental bane, fire shield,
freedom of movement, greater invisibility, locate
Your choking gas now affects creatures whether they creature, otiluke’s resilient sphere, polymorph, shadow
need to breathe or not. The gas deals an additional 3d8 of moil, stone shape, stoneskin
acid damage as well.
Volatile Toxins 5th Level
Prerequisite - 20th Level, Poison Mastery
awaken, circle of power, cone of cold, contagion,
Toxins can benefit from both your Toxic Combination creation, far step, greater restoration, legend lore, mass
Expertise feature and deal damage as well. cure wounds, mislead, modify memory, passwall, skill
empowerment, steel wind strike, swift quiver,
Alchemical Formulae telekinesis, transmute rock

List 6th Level (Elixir Mastery)


1st Level chain lightning, circle of death, eyebite, find the path,
flesh to stone, heal, investiture of flame, investiture of
absorb elements, animal friendship, armor of Agathys, ice, investiture of stone, investiture of wind, mass
arms of Hadar, burning hands, cause fear, chaos bolt, suggestion, move earth, otiluke’s freezing sphere,
charm person, chromatic orb, command, comprehend scatter, Tenser’s transformation, true seeing, wind walk
languages, create or destroy water, cure wounds, detect
evil and good, detect magic, detect poison and disease,
disguise self, expeditious retreat, false life, featherfall, 7th Level (Elixir Mastery)
find familiar, fog cloud, guiding bolt, hellish rebuke,
heroism, hunter’s mark, ice knife, identify, illusory crown of stars, delayed blast fireball, etherealness,
script, jump, longstrider, mage armor, magic missile, plane shift, prismatic spray, regenerate, resurrection,
protection from evil and good, shield of faith, speak with teleport
animals, thunderwave, witch bolt, zephyr strike

NEW CHARACTER OPTIONS


114
New Class: The Demon Hunter

d
emon hunters, revered and feared by
many, are extraordinary warriors whose Class Features
unwavering dedication lies in combating the As a Demon Hunter, you gain the following class
sinister denizens that haunt the infernal features.
realms. Born from an ancient lineage, these
Hit Points
exceptional individuals possess a profound
understanding of the demonic realm, its Hit Dice: 1d8 per Demon Hunter level
malevolent inhabitants, and the arcane arts Hit Points at 1st Level: 8 + your Constitution modifier
that are vital to triumph over their nefarious Hit Points at Higher Levels: 1d8 (or 5) + your
adversaries. Constitution modifier per Demon Hunter level after
Within the depths of their extensive knowledge, 1st
Demon Hunters unravel the dark secrets and hidden Proficiencies
weaknesses of the unholy creatures that lurk in the Armor: Light armor, medium armor, shields
shadows. With relentless determination, they tirelessly Weapons: Simple weapons, martial weapons
refine their skills and sharpen their instincts to ensure Tools: None
they become unparalleled experts in the eradication of
demonic threats. Saving Throws: Dexterity, Charisma
As the darkness spreads its tendrils, threatening to Skills: Choose two skills from Acrobatics, Athletics,
envelope the world in chaos, it is the Demon Hunters Insight, Intimidation, Investigation, Perception,
who rise to the occasion, ready to confront the Religion and Survival
malevolence head-on. They are a beacon of hope amidst Equipment
the encroaching gloom, standing as a symbol of You start with the following equipment, in addition to
resilience against the forces that seek to plunge
the equipment granted by your background:
humanity into eternal despair.
Embracing their unique abilities, Demon Hunters (a) a martial weapon and a shield or (b) two martial
wield an arsenal of otherworldly powers, harnessing the weapons
very essence of their adversaries against them. (a) a light crossbow and 20 bolts or (b) any simple
weapon

NEW CHARACTER OPTIONS


115
(a) studded leather armor or (b) scale mail (a) a dungeoneer’s pack or (b) an explorer’s pack

The Demon Hunter


Level Proficiency Features Spells — Spell Slots Per Spell Level —
Bonus Known 1st 2nd 3rd
1st +2 Favored Weapon, Spellcasting, Demon Hunter Affinity 2 1 — —
2nd +2 Soul Essence 2 1 — —
3rd +2 Affinity Feature 2 2 — —
4th +2 Ability Score Improvement 3 2 — —
5th +3 Soulweaver 4 3 — —
6th +3 Affinity Feature 4 3 — —
7th +3 Demon Hunter’s Insight 4 3 — —
8th +3 Ability Score Improvement 4 3 — —
9th +4 Affinity Feature 5 4 2 —
10th +4 Demonic Warding 5 4 2 —
11th +4 Extra Attack 6 4 2 —
12th +4 Ability Score Improvement 6 4 2 —
13th +5 Soul Expulsion 7 4 3 —
14th +5 Metamorphosis 7 4 3 —
15th +5 Affinity Feature 8 4 3 —
16th +5 Ability Score Improvement 8 4 3 —
17th +6 Soul Essence Restoration 9 4 3 2
18th +6 Affinity Feature 9 4 3 2
19th +6 Ability Score Improvement 10 4 3 2
20th +6 Infernal Annihilation 10 4 3 2

Spells Known
Favored Weapon You have a number of spells known from the Warlock
The Demon Hunter becomes proficient with their spell list, as shown in the Spells Known column of the
chosen favored weapon, even if they did not have Demon Hunter table.
proficiency with it previously. When wielding their
favored weapon, the Demon Hunter gains a +1 bonus to Spellcasting Progression
attack rolls and damage rolls made with that weapon. You can cast Demon Hunter spells using spell slots. The
You may change your favored weapon after completing Demon Hunter table shows how many spell slots you
a long rest. The bonus increases to +2 at 10th level and have to cast your spells of 1st level and higher. To cast
then to +3 at 17th level. one of these spells, you must expend a spell slot of the
spell’s level or higher. You regain all expended spell
slots when you finish a long rest.
Spellcasting
As a Demon Hunter, you have learned to tap into the Demon Hunter’s Affinity
infernal powers within you to cast spells.
At 1st level, you choose an Affinity. Choose between
Infernal Affinity, Celestial Affinity or Arcane Affinity,
Spellcasting Ability detailed at the end of the class description. Your choice
Charisma is your spellcasting ability for your Demon grants you features at 1st level and again at the 3rd, 6th,
Hunter spells. You use your Charisma modifier when 9th, 15th and 18th levels.
setting the saving throw DC for a Demon Hunter spell
you cast and when making an attack roll with one. Soul Essence
Starting at 2nd level, the Demon Hunter has a pool of
Spell save DC = 8 + your proficiency bonus + your
Soul Essence points equal to their Charisma modifier +
Charisma modifier
half their Demon Hunter level (rounded down). You
Spell attack modifier = your proficiency bonus + your regain all spent Soul Essence points upon completing a
Charisma modifier long rest.

NEW CHARACTER OPTIONS


116
Soul Strike Magic strikes Your attacks with your favored weapon
By spending 1 Soul Essence point, the Demon Hunter deal magical damage, allowing you to overcome
infuses their favored weapon with the essence of the resistances and immunities to non-magical damage.
fallen, granting it additional damage. On their next
successful attack, the weapon deals an extra 1d6
necrotic damage, which increases to 2d6 at 5th level,
Demon Hunter’s Insight
3d6 at 11th level, and 4d6 at 17th level. At 7th level, the Demon Hunter’s extensive experience
in battling demons, devils and fiends grants them keen
Demonic Resilience insights into their foes. They gain the ability to sense
By spending 2 Soul Essence points, the Demon Hunter and exploit the weaknesses of these infernal beings. As
taps into their connection with the demonic realms, an action, the Demon Hunter can make a special Insight
bolstering their resilience against demonic influences. check to analyze the vulnerabilities and resistances of a
They gain advantage on saving throws against spells demon, fiend, or devil. The check is made with
and abilities cast by demons, devils or fiends for the advantage. The DC for the Insight check is determined
next minute. by consulting the following table:

Ability Score Improvement


Demon Hunter’s Insight DC
When you reach 4th level, and again at 8th, 12th, 16th,
Creature’s Power Level DC
and 19th level, you can increase one ability score of
Low (CR 1-4) 12
your choice by 2, or you can increase two ability scores
Medium (CR 5-10) 15
of your choice by 1 each.
High (CR 11-16) 18
Very High (CR 17+) 20
Soulweaver
At 5th level, you gain the following benefits:
On a successful Insight check, the Demon Hunter gains
Improved Soul Strike: When the Demon Hunter knowledge of the analyzed creature’s vulnerabilities,
activates Soul Strike, the additional damage ignores resistances, and immunities. They also gain a +2 bonus
any resistances the target possesses. to attack rolls made with their favored weapon against
Infernal Resistance: The Demon Hunter’s that creature for the next minute. If the creature is
experiences in battling demons grant them enhanced resistant or immune to necrotic damage, the attack
resistance against their malevolent influences. You bonus increases to +4.
gain resistance to damage from spells cast by
The Demon Hunter can use this ability a number of
demons, fiends, or devils. This resistance applies to
times equal to their proficiency bonus before needing to
all damage types inflicted by such sources.
complete a long rest to regain expended uses.

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Demonic Warding
At 10th level, whenever the Demon Hunter successfully Infernal Ward: The Demon Hunter gains 50
saves against a spell or ability cast by a demon, fiend, or temporary hit points for the duration.
devil, they can use their reaction to make a single Infernal Sight: The Demon Hunter’s vision pierces
weapon attack against the creature that targeted them. through darkness and magical illusions. They gain
This attack is made with advantage and deals additional darkvision with a range of 120 feet, and they have
damage equal to their Charisma modifier. advantage on Wisdom (Perception) checks that rely on
sight.
Extra Attack Once the Demon Hunter uses Metamorphosis, they
The Demon Hunter’s combat prowess and agility reach must finish a long rest before they can use it again.
new heights, granting them the ability to make an extra
weapon attack when they take the Attack action with
their favored weapon on their turn. Soul Essence Restoration
Starting at 17th level, the Demon Hunter gains the
Soul Expulsion ability to restore their spent Soul Essence points
At 13th level, the Demon Hunter has honed their through their sheer determination and connection to the
control over Soul Essence, enabling them to unleash its infernal realm. Once per long rest, as a bonus action,
raw power in a devastating attack. As an action, the the Demon Hunter can restore a number of Soul
Demon Hunter can spend up to three Soul Essence Essence points equal to half their Charisma modifier
points to perform a Soul Expulsion. The damage and (rounded down) plus their proficiency bonus.
effects of the Soul Expulsion increase based on the
number of Soul Essence points expended.
The Demon Hunter makes a ranged spell attack
Infernal Annihilation
against a target creature within range. The range of the At 20th level, the Demon Hunter becomes a force of
attack is 60 feet. The damage and effects of the Soul retribution against demons, fiends and devils. They gain
Expulsion are as follows: the following benefits:

1 Soul Essence Point: The attack deals 2d8 necrotic Annihilating Strike: Whenever the Demon Hunter
damage on a hit. hits a demon, fiend, or devil with their favored
2 Soul Essence Points: The attack deals 4d8 weapon, they can expend 5 Soul Essence points to
necrotic damage on a hit, and the target must make a deliver a devastating Annihilating Strike. The target
Constitution saving throw. On a failed save, the must make a Constitution saving throw against a DC
target is also blinded until the end of its next turn. equal to 8 + the your proficiency bonus + your
3 Soul Essence Points: The attack deals 6d8 Charisma modifier. On a failed save, the target takes
necrotic damage on a hit, and the target must make a 10d10 necrotic damage and is banished to its home
Constitution saving throw. On a failed save, the plane if it is not currently on that plane. On a
target is also paralyzed until the end of its next turn. successful save, the target takes half damage.
Infernal Rebirth: Once per long rest, when the
Demon Hunter is reduced to 0 hit points and would
Metamorphosis fall unconscious, they can choose to embrace their
At 14th level, the Demon Hunter taps into their innate infernal essence and undergo a momentary
demonic heritage, undergoing a powerful transformation. They regain hit points equal to half
metamorphosis. This transformation grants them their maximum hit points and activate their
enhanced physical attributes and unique abilities. As an Metamorphosis feature without expending a use.
action, the Demon Hunter can enter a state of
metamorphosis, gaining the following benefits for 1
minute:
Wings of the Abyss: The Demon Hunter sprouts dark,
leathery wings, gaining a flying speed equal to their
current walking speed. Additionally, they have
advantage on Dexterity saving throws and are resistant
to damage from non-magical weapons.
Infernal Fury: The Demon Hunter’s attacks become
infused with infernal energy. Whenever they hit with a
weapon attack, they deal an additional 1d8 fire damage.

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Infernal Affinity Infernal Metamorphosis
A Demon Hunter who chooses the Infernal Affinity Starting at 15th level, your Metamorphosis transforms
gains a connection to the fiery depths of the infernal you into a fearsome embodiment of infernal power.
realms. This pact with a fiery demon grants them dark Enhanced Form. While in your Metamorphosis form,
and fiery powers, enhancing their combat prowess and when you damage a creature with your Fiery Strikes
providing unique abilities. feature, any creature on your choice within 10 ft of the
target must make a Dexterity saving throw. On a fail,
Fiery Strikes they take fire damage equal to your Fiery Strikes
damage.
Starting at 1st level, your weapon strikes become
Immolation Aura. Your Metamorphosis form radiates
infused with fiery energy, allowing you to deal additional
an aura of intense heat and flames. When a hostile
fire damage. Whenever you hit a creature with your
creature starts its turn within 10 feet of you, it takes fire
favored weapon, you can choose to add an extra 1d6 fire
damage equal to half your Demon Hunter level
damage to the attack. The damage increases to 2d6 at
(rounded up).
11th level and 3d6 at 17th level.
Fiery Inferno. Once per turn, when you hit a creature
with a weapon attack while in your Metamorphosis
Fiery Burst form, you can cause the target to become vulnerable to
At 3rd level, as an action, you can release a burst of flames. The target takes double damage from your
intense flames around you, creating a 15-foot radius Immolation Aura until the end of your next turn.
sphere of fiery energy. Each creature of your choice
within this area must make a Dexterity saving throw
against your spell save DC, taking fire damage equal to Infernal Ascendancy
two times your Demon Hunter level on a failed save, or At 18th level, your bond with the fiery demon reaches
half as much damage on a successful one. You can use its pinnacle, granting you unparalleled mastery over
this feature a number of times equal to your proficiency infernal powers. You gain the following features:
bonus, and you regain all expended uses after finishing
a long rest. Hellfire Conduit: Your connection to the infernal
realms allows you to channel the raw essence of
Potent Flames hellfire. As an action, you can expend two uses of
your Fiery Burst feature to create a devastating
Starting at 3rd level, any fire damage you deal ignores explosion of hellfire. Each creature within a 30-foot
resistances to fire damage. If a creature is immune to radius centered on you must make a Dexterity saving
fire damage, treat it as if it had resistance to fire damage throw against your spell save DC. On a failed save, a
instead. creature takes 10d6 fire damage, or half as much
damage on a successful save. Additionally, any
Flames of Ruin creature that fails the saving throw is automatically
At 6th level, you gain resistance to fire damage. affected by your Flames of Ruin feature.
Additionally, whenever you hit a creature with your Infernal Resilience: You gain immunity to fire
favored weapon and deal fire damage from your Fiery damage.
Strikes feature, you can choose to ignite the target in
flames. The target takes additional fire damage equal to
your Charisma modifier at the start of its turn for a
number of rounds equal to half your Demon Hunter
level (rounded down). The target can make a Dexterity
saving throw against your spell save DC at the end of
each of its turns, ending the effect on a successful save.

Fiery Retribution
Starting at 9th level, when a creature hits you with a
melee attack, you can use your reaction to unleash a
burst of fiery retaliation. The attacking creature takes
fire damage equal to your Charisma modifier + your
Demon Hunter level. If the attacker is a demon, fiend, or
devil, they take double damage.

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Celestial Affinity Celestial Transformation
A Demon Hunter who chooses the Celestial Affinity At 15th level, your Metamorphosis feature is replaced
gains a connection to a celestial being, forming a pact to by this feature. As an action, you can activate your
combat evil and eradicate demonic creatures. This bond Celestial Transformation feature, transforming into a
grants them celestial powers and imbues their strikes celestial being for 1 minute. While in this form, your
with radiant energy. appearance changes to embody the celestial essence,
gaining radiant wings and a radiant aura that sheds
Celestial Sight bright light in a 30-foot radius. While the aura is active,
you and friendly creatures within the aura have
Starting at 1st level, you gain the ability to see in both
resistance to radiant damage and advantage on saving
normal and magical darkness as if it were bright light
throws against spells and abilities cast by demons,
up to 30 feet. Additionally, you have advantage on
fiends, or devils. In addition, you gain the following
Wisdom (Perception) checks that rely on sight.
benefits while in your Celestial Transformation:
Radiant Strikes Your movement speed increases by 10 feet and you
gain a flying speed equal to your movement speed.
Starting at 1st level, when you hit a demon, fiend, or
You may use your Soul Strike feature without
devil with your favored weapon, you can choose to
expending any Soul Essence points.
infuse your strike with radiant energy. The target takes
You may use your Truestrike feature as a bonus
additional radiant damage equal to your Charisma
action.
modifier.

Divine Radiance
At 3rd level, your connection with the celestial being
Radiant Annihilation
strengthens, granting you the power to infuse your At 20th level, when you activate your Soul Expulsion
attacks with radiant energy. Whenever you deal damage feature, you can choose to expend 6 Soul Essence
with a spell, feature or weapon attack that deals magical points instead of 4. If you do, the damage and effects of
damage, you can choose to change the damage type to the Soul Expulsion are maximized, dealing the
radiant. Additionally, when you deal radiant damage to a maximum possible damage and automatically failing
creature with your Soul Strike feature, the target must the saving throw.
make a Constitution saving throw against your spell Additionally, once per long rest, you can call upon the
save DC or be blinded until the end of their next turn. celestial forces to unleash a devastating attack. As an
action, you can channel your celestial energy into a
Radiant Aegis single, mighty strike. Make a weapon attack against a
demon, fiend, or devil within your reach. On a hit, the
At 6th level, your celestial affinity grants you a radiant target takes maximum weapon damage plus 8d10
shield of protection. When you or a creature within 10 additional radiant damage. This attack ignores any
feet of you takes damage from a spell or ability cast by a resistances possessed by the target.
demon, fiend, or devil, you can use your reaction to
interpose your radiant shield. The damage is reduced by
an amount equal to your Charisma modifier + your
proficiency bonus.

Truestrike
At 9th level, your connection to the celestial realm
enhances your combat prowess, granting you a
heightened sense of accuracy and precision in your
attacks. As an action, you can enter a state of divine
focus, gaining advantage on your next attack roll against
a demon, fiend, or devil. This advantage is not limited to
a specific attack, allowing you to hold onto the benefit,
for up to 1 hour, until your next successful attack roll
against a qualifying target. Additionally, when you score
a critical hit against a demon, fiend, or devil, you can roll
one additional damage die for the attack.

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120
Arcane Affinity Arcane Ward
You have delved deep into the arcane arts, intertwining At 6th level, your connection to the arcane energies
your mastery of combat with spellcasting abilities. You grants you an additional layer of protection. You gain a
gain the following features: mystical ward that absorbs and deflects incoming
attacks and spells. The ward has hit points equal to
twice your Demon Hunter level plus your Charisma
Sinister Magic modifier. If an attack or spell would damage you, the
Starting at 1st level, your spellcasting abilities become ward takes the damage instead. Any leftover damage
more potent. You gain the following features: beyond the ward’s hit points is applied to you.

Your ward regains all its hit points when you finish a
Expanded Spellcasting long rest.
The following spellcasting table replaces your current
one. Arcane Weapon Infusion
At 9th level, your connection to the arcane reaches new
heights, allowing you to infuse your weapons with
Demon Hunter Level Spells Known 1st 2nd 3rd 4th 5th magical energy. As a bonus action, you can infuse your
1st 2 2 — — — — favored weapon with arcane energy. The weapon gains
2nd 3 2 — — — — a bonus to attack and damage rolls equal to your
3rd 4 3 1 — — — Charisma modifier. This infusion lasts for 1 minute or
4th 5 4 2 — — — until you use a bonus action to end it. You may use this
5th 5 4 2 — — — feature once per short rest.
6th 6 4 3 — — — Additionally, when you hit a creature with your
7th 7 4 3 2 — — infused weapon, you can expend a spell slot to deal
8th 7 4 3 2 — — extra damage of the same type as the spell slot
9th 8 4 3 3 — — expended. The extra damage is equal to 2d8 for a 1st-
10th 9 4 3 3 1 — level spell slot and increases by 1d8 for each additional
11th 9 4 3 3 1 — spell level.
12th 10 4 3 3 2 —
13th 11 4 3 3 3 1 Arcane Form
14th 11 4 3 3 3 1
At 15th level, your affinity for arcane magic allows you
15th 12 4 3 3 3 1
to tap into its transformative powers and undergo a
16th 12 4 3 3 3 2
metamorphosis of incredible magnitude. During your
17th 12 4 3 3 3 2
Metamorphosis feature, you gain the following benefits:
18th 13 4 3 3 3 2
19th 13 4 3 3 3 2 Any spell you cast counts as one level higher, up to
20th 13 4 3 3 3 2 6th level.
You gain resistance to damage from spells.
Once, as an action, you can unleash a powerful surge
of arcane energy known as Arcane Nova. Each
Demonic Tatoos creature of your choice within a 30-foot radius
Your body bears demonic tattoos, powerful magical sphere centered on you must make a Dexterity
markings that enhance your spellcasting abilities. You saving throw against your spell save DC. On a failed
gain a +1 bonus to spell attack rolls and your spell save save, a creature takes 6d8 force damage and is
DC. pushed 10 feet away from you. On a successful save,
a creature takes half damage and isn’t pushed.

Spellcasting Enhancement Arcane Overload


At 3rd level, you gain the ability to add your Charisma
Once per long rest, you can cast a 7th-level spell from
modifier to the damage rolls of your spells. Additionally,
any spell list without expending a spell slot. However,
when you cast a spell using a spell slot of 2nd level or
casting the spell in this way inflicts one level of
higher, the spell’s range is doubled.
exhaustion upon you.

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121
New Class: The Tormentor

u
nlike necromancers who manipulate
others’ souls, or liches who conceal their Class Features
souls in distant artifacts to cheat death, As a Tormentor, you gain the following class features
Tormentors actively embrace death, often
Hit Points
multiple times. Through intricate rituals,
unholy pacts, or encounters with the Hit Dice: 1d12 per Tormentor level
supernatural, a Tormentor gains unrivaled Hit Points at 1st Level: 12 + your Constitution modifier
control over their own demise. They exhibit Hit Points at Higher Levels: 1d12 (or 7) + your
unfathomable determination to harness the Constitution modifier per Tormentor level after 1st
macabre power that arises when a soul
teeters on the precipice of expiration, only to rise again,
Proficiencies
victorious, armed with knowledge known only to the Armor: Light armor
deceased. Pain and suffering, to a Tormentor, are not Weapons: Simple weapons
mere afflictions but rather tools to unleash a formidable Tools: Poisoner’s Kit
power rarely witnessed or employed. Saving Throws: Constitution, Wisdom
For a Tormentor, the manipulation of death is not an Skills: Choose two from Insight, Investigation,
end in itself but rather a means to an even greater Perception, Religion, Intimidation, Arcana, and
mastery. They seek to uncover the secrets of existence Deception
and transcend the boundaries of mortal understanding.
Tormentors have delved into the depths of agony, Equipment
honing their abilities to channel and amplify pain, You start with the following equipment, in addition to
transforming it into raw energy. With this formidable the equipment granted by your background:
arsenal, they are capable of wielding unimaginable
power, commanding forces that few can comprehend. (a) A handaxe or (b) a spear
In the hands of a Tormentor, suffering becomes an (a) A light crossbow and 20 bolts or (b) ten javelins
instrument to manipulate reality itself, unearthing truths (a) A dungeoneer’s pack or (b) a scholar’s pack
that lie beyond the grasp of ordinary mortals.

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122
The Tormentor
Level Proficiency Features Entropy Spells — Spell Slots Per Spell Level —
Bonus Die Known 1st 2nd 3rd 4th 5th
1st +2 Entropy Die, Torments, Fighting Style d4 — — — — — —
2nd +2 Spellcasting, Undying d4 2 2 — — — —
3rd +2 Tormentor’s Powers d4 3 3 — — — —
4th +2 Ability Score Improvement d4 3 3 — — — —
5th +3 Pain and Gain, Extra Attack d6 4 4 2 — — —
6th +3 Tormentor’s Power Feature d6 4 4 2 — — —
7th +3 Followers d6 5 4 3 — — —
8th +3 Ability Score Improvement d6 5 4 3 — — —
9th +4 Fear and Darkness d6 6 4 3 2 — —
10th +4 — d6 6 4 3 2 — —
11th +4 Warp Death d6 7 4 3 3 — —
12th +4 Ability Score Improvement, Tormentor’s Power Feature d8 7 4 3 3 — —
13th +5 Entropy Effect d8 8 4 3 3 1 —
14th +5 — d8 8 4 3 3 1 —
15th +5 Enduring Legacy d8 9 4 3 3 2 —
16th +5 Ability Score Improvement d8 9 4 3 3 2 —
17th +6 Reincarnation d8 10 4 3 3 3 1
18th +6 Tormentor’s Power Feature d10 10 4 3 3 3 1
19th +6 Ability Score Improvement d10 11 4 3 3 3 2
20th +6 Bones to Dust d12 11 4 3 3 3 2

Entropy Die damage and have their movement speed halved until the
end of their next turn. On a success, they take half
At 1st level, in exchange for a portion of your vitality, damage and their movement speed remains unaffected.
you gain access to more potent magic. When your hit When you are at or below 30% or 10% of your hit
points reach or fall below specific amounts, known as points, creatures that fail the saving throw also make
hit point thresholds, you deal additional damage on any their Strength or Dexterity rolls with disadvantage until
damage roll, unless otherwise specified. Your hit point the start of your next turn. You have the choice to
thresholds are set at 70%, 50%, 30%, and 10% of your determine whether it affects their Strength or Dexterity
maximum hit points. For each of these thresholds you rolls.
meet, you add an extra die of damage, with the die level
determined by the Entropy Die column in the class Screamer Expulsion
table. You channel the ear-piercing screams of the dead,
unleashing their unwholesome energies into the
Torments surrounding air. As an action, you can inflict 1d8
damage upon yourself to activate this ability. Each
At 1st level, you’ve learned certain forgotten magics;
creature of your choise within 15 feet of you must make
dark and ancient things that feed on life.
a Wisdom saving throw. On a failed save, they suffer
1d8 necrotic damage and are pushed 5 feet away from
Torments save DC = 8 + your proficiency bonus + your you.
Wisdom modifier When you are at or below 30% or 10% of your hit
points, the force of your scream becomes even more
Torments attack modifier = your proficiency bonus +
potent. Creatures that fail their saving throw are pushed
your Wisdom modifier
15 feet and knocked prone.

Hungering Beam Siphon Pain


You unleash a beam of concentrated death, a horrifying A part of you yearns for sensation, any emotional
force starved of life. As an action, you can inflict 1d6 response that can serve as a reminder of your own
damage upon yourself and compel every creature within existence, even if it entails pain. Whenever a creature
a 5-foot wide, 30-foot long line to make a Dexterity within 60 feet of you takes damage, you can use your
saving throw. On a failure, they suffer 1d6 necrotic reaction to take that damage instead.

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123
If the damage you took on behalf of the creature Close Quarters Shooter. When making a ranged
causes you to reach zero hit points or below, or if it attack while you are within 5 feet of a hostile creature,
triggers a Constitution saving throw linked to your you do not have disadvantage on the attack roll. Your
Undying feature, roll your entropy dice as if it were a ranged attacks ignore half cover and three-quarters
damage roll. A creature of your choosing, within your cover against targets within 30 feet of you. You have a
line of sight, gains temporary hit points equal to the +1 bonus to attack rolls on ranged attacks.
amount you rolled. Dueling. When you are wielding a melee weapon in
one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Fighting Style Great Weapon Fighting. When you roll a 1 or 2 on a
damage die for an attack you make with a melee
At 1st level, you adopt a particular style of fighting as
weapon that you are wielding with two hands, you can
your specialty. Choose one of the following options. You
reroll the die and must use the new roll, even if the new
can’t take a fighting style option more than once, even if
roll is a 1 or a 2. The weapon must have the two-handed
you later get to choose again.
or versatile property for you to gain this benefit.
Archery. You gain a +2 bonus to attack rolls you make
Protection. You gain proficiency with shields.
with ranged weapons.
Additionally, When a creature you can see attacks a
Blind Fighting. You have blindsight with a range of 10
target other than you that is within 5 feet of you, you can
feet. Within that range, you can effectively see anything
use your reaction to impose disadvantage on the attack
that isn’t behind total cover, even if you’re blinded or in
roll. You must be wielding a shield.
darkness. Moreover, you can see an invisible creature
Two-Weapon Fighting. When you engage in two-
within that range, unless the creature successfully hides
weapon fighting, you can add your ability modifier to the
from you.
damage of the second attack.

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124
Unarmed Fighting. Your unarmed strikes can deal Spellcasting Ability
bludgeoning damage equal to 1d6 + your Strength Wisdom is your spellcasting ability for your Tormentor
modifier on a hit. If you aren’t wielding any weapons or spells. You use your Wisdom whenever a spell refers to
a shield when you make the attack roll, the d6 becomes your spellcasting ability. In addition, you use your
a d8. At the start of each of your turns, you can deal 1d4 Wisdom modifier when setting the saving throw DC for
bludgeoning damage to one creature grappled by you. a Tormentor spell you cast and when making an attack
Thrown Weapon Fighting. You can draw a weapon roll with one.
that has the thrown property as part of the attack you
make with the weapon. In addition, when you hit with a Spell save DC = 6 + your proficiency bonus + your
ranged attack using a thrown weapon, you gain a +2 Intelligence modifier
bonus to the damage roll.
Spell attack modifier = your proficiency bonus + your
Tunnel Fighter. As a bonus action, you can enter a
Intelligence modifier
defensive stance that lasts until the start of your next
turn. While in your defensive stance, you can make
opportunity attacks without using your reaction, and you Undying
can use your reaction to make a melee attack against a
creature that moves more than 5 feet while within your At 2nd level, you possess the remarkable ability to
reach. sustain a semblance of life beyond the point where
others would succumb to death. Whenever you would
suffer damage that would bring your hit points below
Spellcasting one, you are instead reduced to one hit point, activating
this ability for 1 minute. While this ability is active, each
At 2nd level, the vast expanse of your many lifetimes
instance of damage you receive requires a Constitution
and the profound wisdom gained from an intimate
saving throw. The DC for this saving throw is equal to
understanding of death have bestowed upon you the gift
half the damage dealt, with a minimum value of 10 and
of spellcasting.
a maximum value of 25. Failing the saving throw results
in normal damage being inflicted upon you.
Spell Slots
You can use this ability once, after which you must
The Tormentor table shows how many spell slots you complete a long rest before you can do so again. If the
have to cast your spells of 1st level and higher. To cast duration ends before you fail a Constitution saving
one of these spells, you must expend a spell slot of the throw associated with this ability, you retain a usage of
spell’s level or higher. You regain all expended spell it.
slots when you finish a long rest.

Spells Known of 1st Level and Powers


Higher At 3rd level, you chose a power that defines your
You know two 1st-level spells of your choice from the specific practice as a Tormentor. Your choices of
Tormentor spell list. powers are detailed at the end of the class description.
Your choice grants you features at 3rd level and again at
The Spells Known column of the Tormentor table 6th, 12th, and 18th level.
shows when you learn more Tormentor spells of your
choice. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 5th Ability Score Improvement
level in this class, you can learn one new spell of 1st or
2nd level. When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of
Additionally, when you gain a level in this class, you can your choice by 2, or you can increase two ability scores
choose one of the Tormentor spells you know and of your choice by 1. As normal, you can’t increase an
replace it with another spell from the Tormentor spell ability score above 20 using this feature.
list, which also must be of a level for which you have
spell slots.

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125
Pain and Gain Fear and Darkness
At 5th level, you have acquired a minor yet potent At 9th level, you gain the following Torments:
healing magic. As an action, you can inflict damage
upon yourself equal to four times your Entropy Die.
When you do so, select a creature within 30 feet of you Terrify
that is visible, and that creature gains hit points equal to You poison the battlefield with rising corpses, throaty
the damage you have taken. Should the damage whispers carried by the wind, and an unmistakable
incurred from this ability prompt you to make a stench of death. By dealing 4d8 damage to yourself and
Constitution saving throw in relation to your Undying as an action, you force all creatures within a 30-foot
feature, you make the saving throw with advantage. cone to make a Wisdom saving throw. If they fail, they
acquire one stack of terror and suffer 3d6 psychic
You can use this feature a number of times equal to damage.
your Constitution modifier per long rest.

Deep Murmurs
Extra Attack As an action, you select a creature within 80 feet of you
that you can see. That creature must make a Wisdom
Additionally at 5th level, you can attack twice, instead of
saving throw. If it fails, it becomes afflicted with two
once, whenever you take the attack action on your turn.
stacks of terror, and a manifestation of its fears
materializes in an unoccupied space within 15 feet of it.
This manifestation shares your initiative in combat and
Followers acts immediately after your turn. During its turn, you
At 7th level, you have forged careful pacts with those have full control over its actions, and its statistics and
around you: contractual promises that, in times of need, abilities are detailed in the stat block below.
they will share their pain with you. As an action, you can The Manifestation of Fear can only be perceived by
choose a number of creatures equal to your Wisdom the creature who failed the saving throw and remains
modifier that are within 60 feet of you and are visible. invisible to other creatures. If you employ this ability on
These chosen creatures become your followers. a different creature, and that creature fails the saving
By expending an action, you can absorb the latent throw while the manifestation is already visible to
necromantic energies residing within these creatures, another creature, it becomes invisible to the first
activating this ability for 10 hours. This activates a pool creature and becomes visible to the second.
of pain with hit points equal to your maximum hit If the Manifestation of Fear’s hit points are reduced to
points. While this ability is active, any followers within zero or below, it vanishes from sight and you cannot use
30 feet of you that suffer damage automatically transfer this ability again until you complete a short rest.
half of that damage to you. Each time you take damage
through this feature, the inflicted damage is subtracted
from your pool of pain. When your pool of pain is
Encroaching Darkness
reduced to or below zero hit points, this ability ends and As an action, choose a point within 60 feet of you. All
cannot be used again until you have completed a long creatures of your choice within a 30-foot radius of that
rest. point must make a Wisdom saving throw. If they fail,
Moreover, if your hit points are reduced to or below they gain one stack of terror, causing them to perceive
zero, or if you fail a Constitution saving throw the light levels around them as one level lower than they
associated with your Undying feature, you can use your actually are.
reaction to deal 2d10 necrotic damage (without adding If a creature affected by this ability ends their turn in
your entropy dice) to one of your followers and instead an area they perceive as dimly lit or dark, they must
be reduced to one hit point. You can use this specific make a Wisdom saving throw, subtracting from the roll
ability once, after which you must finish a long rest in an amount equal to their stacks of terror. If they fail,
order to use it again. they suffer 3d6 necrotic damage and gain an additional
stack of terror.

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126
Manifestation of Fear
Medium undead, unaligned

Armor Class 15
Hit Points Equal to the roll of your maximum amount of
Entropy Dice
Speed 35 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Wisdom


Damage Immunities Poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + your
proficiency bonus
Languages Understands the languages you speak

Proficiency Bonus. This creature’s proficiency bonus


equals your own.

Wisdom Score. This creature’s Wisdom score equals your


own.

Figment of the Imagination. This creature does not suffer


movement penalties for difficult terrain. Additionally,
this creature may walk through solid objects such as
walls or creatures in a similar manner to the Meld With
Stone spell; however, if the creature ends its turn inside
a solid object or creature they suffer no damage.
Actions
Psychic Pains. Melee Spell Attack: + Wis mod to hit, reach
10ft., one target. Hit 3d8 + your Wisdom modifier
psychic damage (you do not add your entropy dice to
this damage).

Display Tragedy (3/Day). Choose a creature within 30 feet


of you; that creature must make a Wisdom saving throw
(DC equal to yours). If they fail, they gain two stacks of
terror and take an amount of d6s worth of psychic
damage (you do not add your entropy dice to this
damage) equal to the stacks of terror the creature had
when they failed this save.

Terror and Terrified Condition


The Torments mentioned above inflict stacks of terror
and are assosiated with a class-specific condition called
“Terrified”. A creature can have a maximum of six
stacks of terror. Once it reaches this limit, the stacks
reset to zero, and the creature is considered terrified for
1 minute. While terrified, the creature’s movement
speed is reduced to zero, and it is unable to take
reactions as long as it can see you. A terrified creature
can choose to use its action to make a Wisdom saving
throw, attempting to end the terrified condition.

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127
Warp Death If your body is no longer intact, you must find a suitable
replacement. There are two methods to achieve this: by
At 11th level, when a creature within 30 feet of you is possessing a living creature or by possessing a
about to be reduced to 0 hit points or below, you can deceased creature. In either case, the creature or body
choose to take that damage instead. If this damage you choose to possess must be of humanoid creature
causes you to make a Constitution saving throw type. If your character’s creature type is not humanoid,
associated with your Undying ability, you automatically you may instead choose a creature or body of that
fail the saving throw. specific creature type.

You can use this ability once per short rest.


Possessing the Dead
If your original body is severely damaged or if you
Entropy Effect choose not to repair it, you have the option to possess a
At 13th level, your mastery over death and its energies dead creature, such as a corpse or a skeleton. The
is unrivaled and absolute. When you fail the chosen creature doesn’t have to be in perfect condition,
Constitution saving throw associated with your Undying but it should still be mostly intact. When you possess
ability or take damage that would reduce you to zero hit the creature, many aspects of your character undergo
points or below, you can react swiftly and restore changes. Your Intelligence, Wisdom, and Charisma
yourself. By using your reaction, you regain hit points scores remain the same. To determine your new
equal to half of your maximum amount of Entropy Dice. Constitution score, add your own Constitution score to
the Constitution score of the stat block (either a zombie
You can use this ability once per long rest. or a skeleton), and divide the sum by 2. This resulting
number becomes your new Constitution score. Any skill
or saving throw proficiencies not based on Intelligence,
Enduring Legacy Wisdom, Charisma, or Constitution are lost. However,
remember to keep track of any proficiency in Strength
At 15th level, you have accumulated, through your
or Dexterity skills or saving throws, if applicable. You
numerous deaths, a unique knowledge accessible only
retain any languages you know, but you become
to someone in your position. Whenever you become
incapable of speech until your vessel is repaired. Your
unconscious due to damage, you can select either one
other ability scores, creature size, movement speed, and
saving throw or three skills. The chosen saving throw or
any abilities granted by your original race are forfeited
skills permanently gain a +1 bonus, up to a maximum of
and replaced with the relevant information from either
+10. Furthermore, you are considered proficient in
the zombie or skeleton stat block. Refer to the stat
death saving throws.
blocks of a skeleton or zombie to determine the changes
You can use this ability once, after which you must that occur to your character.
complete a long rest in order to do so again. Once per day, you can make a number of Arcana
checks equal to the number of the following parameters
that have been modified as a result of your possession:
Reincarnation your Strength ability score, your Dexterity ability score,
and your movement speed. Additionally, if your
At 17th level, when you are killed, you will eventually character wasn’t originally a medium-sized creature,
return to life without the aid of healing magic or any there is a parameter for creature size. The DC for these
resurrection spells, as long as your body remains Arcana checks is 18. If you succeed on an Arcana check,
partially intact and your soul is free and willing. Within the corresponding parameter reverts to its previous
1d4+1 days after your death, your soul will reunite with state. For example, if your original movement speed
your body, bringing you back to life. Upon returning, you was 35 feet but dropped to 20 after possessing a
will awaken with only one hit point remaining. This zombie, and you successfully pass the Arcana check,
revival comes with several notable changes: your your movement speed returns to 35 feet. Furthermore,
creature type changes to Undead, granting you when you succeed on the Arcana check related to your
immunity to all diseases, the poisoned condition, Dexterity ability score, you regain the ability to speak.
exhaustion, and poison damage. Furthermore, you no Once all the Arcana checks have been successful, you
longer require food, air, or sleep; instead, you enter an regain any lost proficiency in Strength or Dexterity
inactive state for four hours each day while maintaining skills or saving throws, and your Constitution score
full awareness of your surroundings. Additionally, upon reverts to its original value.
being revived in this manner, you have the opportunity
to select a Boon of the Dead, which is detailed at the
end of this class description.

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128
Possessing the Living table above. Each time you make an Arcana or Medicine
If your original body is severely damaged or if you check, subtract its value from the amount required from
choose not to repair it, you have the option to possess checks. Once this amount reaches zero or falls below it,
and ultimately gain full control over a living body. In this your body reanimates according to the rules specified in
state, you transform into an incorporeal wisp of light your Reincarnation feature.
and energy. While in this temporary form, you possess
the ability to move, fly, and perceive, but you are unable
to inflict or sustain damage. As an incorporeal wisp, you Bones to Dust
have a flight speed of 60 feet and the ability to pass At 20th level, you have mastered the art of channeling
through solid objects. potent soul-siphoning energy into living beings. As an
When you encounter another creature while in this action, you can choose a creature within your line of
ethereal state, you can make an attempt to possess it. sight that is not undead. The chosen creature must then
However, there are certain limitations to this ability. make a Constitution saving throw. If you are at or below
You cannot attempt to possess a creature that is of a 30% of your maximum hit points, this saving throw is
higher level than you or has a Challenge Rating greater made with disadvantage.
than one-fourth of your level. Additionally, if the On a failed save, the creature takes necrotic damage
creature possesses a Wisdom score higher than yours, equal to twice your Entropy Die, and you take half of
you are unable to attempt the possession. that amount as well. If this damage kills the creature, it
Should you choose to attempt possession of a is slain as though affected by the Disintegrate spell.
creature that meets the above criteria, you bind yourself Additionally, if the damage you receive triggers a
to it. Once per day while bound to the creature, you and Constitution saving throw related to your Undying
the host must engage in a contested Wisdom check. If ability, you automatically fail that saving throw.
the creature fails a total of seven times, its willpower is
effectively shattered, and you gain complete control over You can use this ability once per long rest.
its body. Upon complete possession, your Intelligence,
Wisdom, Charisma, and Constitution scores remain
unchanged, while the creature’s Strength and Dexterity
scores replace your own. Furthermore, you acquire any
Power of the Mad
weapon proficiencies, as well as Strength or Dexterity- Pattern
based skill proficiencies possessed by the host. There are many factors that drive individuals to exceed
Additionally, you gain proficiency in any languages their limits: pure motivation, moments of intense
known by the host. Finally, your size, movement speed, emotion, magical forces, and even insanity. However,
and any racial abilities or features are replaced with the Tormentors of the Mad Pattern choose to embrace
those of the possessed creature. the latter, surrendering to their immediate impulses,
acting without reason, and forming secret pacts with
creatures that would easily shatter the willpower of
Repairing the Vessel even the strongest individuals.
If your body is thoroughly damaged but still somewhat
intact, you may choose to attempt to repair it instead of
finding a new vessel. Depending on what you rolled on Expanded Spell List
your 1d4+1 to determine how long until you will be This Power has given you facility with an expanded list
capable of returning to your body, the process of of spells. The following spells are added to the
repairing it will take a certain amount of effort. The Tormentor spell list for you.
amount of effort, in conjunction with the amount of days
after the body has been killed, is detailed in the table
below. Spell Level Spells
1st Silvery Barbs, Tasha’s Hideous Laughter
1d4 + 1 Amount Required from Checks 2nd Blur, Phantasmal Force
2 days 30 3rd Enemies Abound, Hypnotic Pattern
3 days 40 4th Confusion, Phantasmal Killer
4 days 50 5th Synaptic Static, Mislead
5+ days 70

Once every day, you may choose to repair your body


by attempting an Arcana or Medicine check. There is no
specific DC for this check; instead, the total amount
required from checks is determined and outlined in the

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129
Bleed the Pattern
At 3rd level, whenever you make a Constitution saving
throw as part of your Undying ability, the creature that
dealt the damage causing the saving throw takes
psychic damage equal to half your entropy die, and that
creature gains a stack of madness.

Stacks of Madness and the


Maddened Condition
This power inflicts stacks of madness and introduces a
class-specific condition called “maddened”. A creature
can accumulate up to a maximum of four stacks of
madness. Once the maximum is reached, their stack
count resets to zero, and the creature is considered
maddened. While maddened, the creature’s armor class
is reduced by 2, they have disadvantage on Intelligence
checks and saving throws, and at the start of their turn,
you roll a d6 to determine their behavior using the table
below. At the end of each of its turns it repeat the
Wisdom saving throw in an attempt to end the
maddened condition.

Maddened Behavior Table


d6 Behavior
1 The creature can act and move normally.
2 The creature makes a melee attack against itself, and you
may add your entropy dice to the damage roll.
3 The creature makes a melee attack against a randomly
determined target within its melee range. If there are no
targets within melee range, it moves towards the closest
one, expending its action to dash if necessary to reach the
target.
4 The creature perceives what it shouldn’t and is driven to the
brink. Roll a d4. If the result is 1 or 2, the creature moves
closer to you; if it’s 3 or 4, it moves farther away from you.
5 The creature collapses to the ground, becoming prone, and
uncontrollably rocks back and forth, expending both its
action and bonus action.
6 The creature is filled with a strange and inappropriate glee.
It is content with the world around it and is considered
incapacitated. The creature spends its action reflecting on
how great it feels.

Mental Strain
At 3rd level, your Entropy Dice deals psychic damage.
The damage inflicted by your Entropy Dice is
considered magical, allowing it to overcome resistance
and immunity to non-magical attacks and damage.

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130
Break the Mind type, ability scores, armor class, or hit points. It cannot
be targeted by attacks and is not considered a creature.
At 6th level, you have the power to evoke momentary It acts immediately after your turn in combat, sharing
flashes of the mad pattern within a creature’s view, your initiative.
briefly driving them to madness. As an action, you can During its turn, the Mad Pattern can move up to 15
choose a creature that is within 30 feet of you and that feet and take one action and one reaction. However,
you can see. The targeted creature must make a manifesting the Mad Pattern into the Material Plane is
Wisdom saving throw. If they fail, they will have physically and mentally draining. At the end of each of
disadvantage on attack rolls made against creatures your turns, you must make a Constitution saving throw
other than you, and they will have advantage on attack with a DC of 16 to maintain the manifestation of the
rolls made against you. Additionally, the creature cannot Mad Pattern. The DC increases by two after each round.
move more than 15 feet away from you. If the creature If your hit points are reduced to zero or below, or if you
succeeds on the saving throw, nothing happens. At the are rendered unconscious, the Mad Pattern vanishes.
end of each of its turns, the creature can attempt You have complete control over the actions and
another saving throw to end the effect. If the creature reactions of the Mad Pattern during its turn. Its specific
chooses not to attack you on its turn, it gains one stack actions, reactions, and passive abilities are detailed
of madness. below.

You can use this ability a number of times equal to your Passive Abilities
Wisdom modifier. After using it that many times, you
Psionic Fallout. The ground is considered difficult
must complete a long rest before you can use it again.
terrain within a 15 foot radius of the Pattern and any
Madness Abound creatures that end their turn within that radius take
an amount of psychic damage equal to your Entropy
At 12th level, you possess the ability to induce deep Die.
frustration, agitation, and a primal impulse to act All-Seeing. The Pattern can see any invisible
impulsively. As an action, you can compel all creatures creatures or objects as if they were not invisible and
of your choice within an 80-foot radius who can hear has a Blindsight of 60 feet.
you to make a Wisdom saving throw. Those who fail Visage of Pain. Any creature other than you that
suffer 5d8 psychic damage and acquire three stacks of ends their turn and can see the Pattern must make a
madness. If a creature fails the saving throw by 5 or Wisdom saving throw. If they fail, they gain one stack
more, they instead acquire four stacks of madness. of madness and take 2d6 psychic damage (do not
Additionally, as a bonus action or a reaction to a add your Entropy Dice to this damage) for every
creature acquiring four stacks of madness, you have the stack of madness they have.
power to terminate a creature’s madness condition.
This action inflicts 3d8 psychic damage upon the Actions
affected creature. Abhorrence. A screaming beam burning with pure
hatred and malice bursts from the Mad Pattern. All
You can use this ability a number of times equal to your
creatures within a 10 foot wide, 60 foot long
Wisdom modifier. After using it that many times, you
rectangle must make a Dexterity saving throw. If
must complete a long rest before you can use it again.
they fail, they take 10d4 force damage (do not add
Invoke the Pattern your Entropy Dice to this damage).
Screaming. All creatures within a 30 foot radius of
At 18th level, you tap into the warbling, simmering the Pattern must make a Wisdom saving throw. If
madness that resides within you, summoning the Mad they fail they take 8d8 psychic damage (do not add
Pattern. Choose a point within a 60-foot range of your Entropy Dice to this damage) and two stacks of
yourself. All creatures within 15 feet of that point must madness. If they succeed, they take half damage and
make a Dexterity saving throw. On a failed save, they no stacks of madness.
are pushed 15 feet backwards and suffer 2d8 psychic
damage (this damage does not add your Entropy Dice). Reactions
On a successful save, they are still pushed backwards Warp Perception (Recharge 3). When a creature
15 feet but take no psychic damage. within 30 feet of you or 30 feet of the Pattern makes
The appearance of the Mad Pattern is of your an attack roll against a creature, you may use the
choosing. It can take the form of a massive, wavering Mad Pattern’s reaction to force that creature to
eye brimming with burning hatred, emanating warbling make a Wisdom saving throw. If they succeed,
rings of psionic energy, an incomprehensible array of nothing happens. If they fail, you may choose a
symbols and runes, or a writhing mass of inconsolable different creature for the creature to target with its
insanity. The Mad Pattern does not have a creature attack.

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131
Power of the Ancient Conduit for the Lost
Chant At 3rd level, your Entropy Dice deal force or necrotic
damage. The damage dealt by your Entropy Dice is
In every group of necromantic orders, there are those considered magical for the purpose of overcoming
who choose the path of least resistance, adhering to resistance and immunity to non-magical attacks and
tradition and seeking guidance from those who have damage.
already accomplished what they have yet to do.
Tormentors of the Power of the Ancient Chant
embodies these individuals. Dead Stratagem
Expanded Spell List At 6th level, in times of strife and struggle, the dead lend
Your interactions with the dead have given you access you their knowledge to provide insights they once
to an expanded list of spells. The following spells are lacked. When combat begins, time slows, and spirits
added to the Tormentor spell list for you. manifest to offer you enhanced guidance. When rolling
for initiative, you can use your reaction to select one of
Spell Level Spells the options below. You can use this feature a number of
1st Guiding Hand (UA), Hunter’s Mark times equal to your proficiency bonus per long rest.
2nd Augury, Fortune’s Favor
3rd Clairvoyance, Tongues
4th Spirit of Death (UA), Divination Hurt
5th Commune, Contact Other Plane Choose one creature you can see within 120 feet of you.
You and your allies within 30 feet of you gain advantage
on attack rolls against that creature.
Advice from Beyond
At 3rd level, you have mastered the art of summoning Help
the dead in times of dire need. As you draw closer to the Choose one creature you can see within 120 feet of you.
realm of spirits, a fleeting apparition of a forlorn soul That creature can add your Entropy Die to any three
offers you momentary guidance. Whenever your rolls before the combat concludes.
Undying ability is activated, or when you make a
Constitution saving throw associated with it, you gain
the ability to choose one of the following options: Hinder
Choose a point you can see within 120 feet of you.
Within a 60-foot radius of that point, the deceased rise
Foretell the Future
from the ground in a writhing mass, shrieking and
The spirit unveils glimpses of events yet to unfold and moaning. The 60-foot radius becomes difficult terrain
the factors that shape them. Until the end of your next for everyone except you and your allies. Any creature
turn, you have the ability to reroll any d20 roll you make. that enters the area or begins its turn there must make a
Dexterity saving throw. On a failure, they suffer 3d8
Unearth Hidden Knowledge necrotic damage and become grappled. On a success,
The spirit imparts secrets known only to the deceased, they take half damage and avoid being grappled. This
granting you an advantage in your endeavors. For the effect lasts for 1 minute, after which the deceased
next minute, you may add a d4 to any rolls you make. descend back into the ground and vanish.

Reanimate
Harnessing the spirit’s mastery over the afterlife, you Inform
are granted a final opportunity to cheat death. If you Choose one creature you can see within 200 feet of you.
would be reduced to zero hit points or below within the You gain knowledge of that creature’s damage
next minute, instead, you are reduced to one hit point vulnerabilities, damage resistances, damage
and gain temporary hit points equal to your Entropy Die. immunities, condition vulnerabilities, and condition
You can choose this ability once per long rest. immunities.

Gnashing Souls
Infused with the strength of departed souls, you unleash
their fury upon your foes. For the next minute, you may
add an additional Entropy Die to your damage rolls. You
can choose this ability once per long rest.

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132
Beseech Those Gone
At 12th level, the hushed, gruff, or deranged whispers of The number of times you can use this ability is equal to
the deceased reach out to you when you are in close your Wisdom modifier. Once you have expended all
proximity to their remains. Whenever you move within uses, you must complete a long rest before being able to
10 feet of a corpse or a pile of bones, you may take an use it again.
action to make a Wisdom check, attempting to establish
a connection with the departed spirits. The corpse or
bones must have once belonged to a creature with an
Wisdom of Ages
Intelligence score of 8 or higher, and it must have been At 18th level, whenever you return to life using your
capable of speaking at least one language known to you. Reincarnation ability, you acquire new proficiencies.
The difficulty of the Wisdom check is determined by the These proficiencies can be in any skill, weapon, or
Dungeon Master (DM) and may depend on the armor that you are not already proficient in. The first
willingness of the spirit to communicate, its ability to do time you return to life through Reincarnation, you gain
so, or its level of resistance. four new proficiencies. The second time, you gain three,
If your Wisdom check succeeds, surpassing the the third time you gain two, and from the fourth time
determined DC, you successfully establish a bond onward, you gain an additional proficiency each time.
between yourself and the spirit. For the following 10 Furthermore, your journeys into the realm beyond
minutes, any creature can converse with the spirit as if occasionally grant you extraordinary otherworldly
it were present in the physical realm. Once this duration wisdom. After each resurrection through your
ends, the communication and manifestation of the spirit Reincarnation feature, roll a d100. If the number rolled
fade into inactivity. To prolong the connection for is equal to or lower than your Tormentor level, you gain
another 10 minutes, you may expend an additional use an additional Boon of the Dead.
of this ability.

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133
Boons of the Dead 3rd Level
Animate Dead, Bestow Curse, Blink, Catnap,
Vigor of the Dead Clairvoyance, Counterspell, Dispel Magic, Fear, Feign
Add a single roll of your Entropy Die to your Maximum Death, Fly, Glyph of Warding, Haste, Hunger of Hadar,
Hit Points. If the die lands on a one or two, you may Leomund’s Tiny Hut, Lifer Transference, Magic Circle,
reroll it. You can choose this Boon four times, after Major Image, Meld into Stone, Melf’s Minute Meteors,
which you cannot choose it anymore. Nondetection, Sending, Slow, Speak with Dead, Spirit
Guardians, Spirit Shroud, Summon Undead, Tongues,
Vampiric Touch
Haste of the Dead
Gain a permanent 5 feet increase to your movement
speed. You can choose this Boon three times, after 4th Level
which you cannot choose it anymore.
Arcane Eye, Banishment, Blight, Dimension Door,
Evard’s Black Tentacles, Fabricate, Greater Invisibility,
Hatred of the Dead Locate Creature, Mordenkainen’s Private Sanctum,
You can deal a new type of damage with your Entropy Otiluke’s Resilient Sphere, Polymorph, Shadow of Moil,
Dice; Poison, Force, Necrotic, Psychic, Cold, or Sickening Radiance,
Thunder. You can choose this boon four times, after
which it cannot be chosen again.
5th Level
Antilife Shell, Bigby’s Hand, Cloudkill, Dispel Evil and

Tormentor Spell List Good, Dominate Person, Enervation, Far Step, Geas,
Hold Monster, Legend Lore, Modify Memory, Negative
Energy Flood, Raise Dead, Scrying, Skill
Empowerment, Telekinesis, Teleportation Circle, Wall
Cantrips of Force
Blade Ward, Booming Blade, Chill Touch, Dancing
Lights, Decompose, Eldritch Blast, Green-Flame Blade,
Infestation, Light, Lightning Lure, Mage Hand,
Mending, Message, Minor Illusion, Prestidigitation,
Sapping Sting, Sword Burst, Thaumaturgy, Toll the
Dead, True Strike

1st Level
Absorb Elements, Alarm, Armor of Agathys, Arms of
Hadar, Bane, Cause Fear, Command, Compelled Duel,
Comprehend Languages, Detect Magic, Detect Poison
and Disease, False Life, Fog Cloud, Identify, Illusory
Script, Inflict Wounds, Mage Armor, Magic Missile,
Protection from Evil and Good, Puppet, Ray of
Sickness, Shield, Silent Image, Sleep, Hellish Rebuke,
Hex, Tenser’s Floating Disk, Unseen Servant, Witch
Bolt

2nd Level
Arcane Lock, Blindness/Deafness, Borrowed
Knowledge, Cloud of Daggers, Crown of Daggers,
Darkness, Enhance Ability, Enlarge/Reduce, Enthrall,
Hold Person, Invisibility, Knock, Magic Mouth, Mirror
Image, Misty Step, Protection from Poison, See
Invisibility, Shadow Blade, Silence, Spider Climb,
Levitate, Locate Object, Wither and Bloom

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134
New Subclass: The Infernal Berserker

Barbarian Subclass

t
his subclass taps into the raw, chaotic
power of Hell itself. As an Infernal Infernal Onslaught
Berserker, the barbarian gains the ability At 10th level, your connection to Hell grants you the
to channel infernal energy, manifesting as ability to unleash a devastating infernal onslaught.
flames that surround them during combat. While you are raging, as a bonus action, you can choose
They become resistant to fire damage, can to make an additional melee weapon attack. This attack
ignite their weapons with hellish flames, deals an additional 2d8 fire damage on a hit, and the
and unleash devastating fiery strikes upon target must make a Strength saving throw against your
their foes. barbarian spell save DC or be knocked prone. You can
use this feature a number of times equal to your
Strength modifier per rage.

Flames of Fury
At 3rd level, you tap into the raw, chaotic power of Hell,
manifesting as flames that surround you during combat. Inferno’s Embrace
While raging, you gain resistance to fire damage. At 14th level, your connection to Hell becomes even
Additionally, when you hit a creature with a melee stronger, granting you incredible resilience against fire.
weapon attack while raging, you can choose to ignite While you are raging, you gain immunity to fire damage.
your weapon with hellish flames. The target takes an Additionally, when you ignite your weapon with hellish
additional 1d6 fire damage. flames, the additional fire damage is doubled (2d6).
Furthermore, as a bonus action, you can choose to
surround yourself with an aura of infernal flames. This
aura extends 10 feet from you in every direction and
Infernal Resilience sheds bright light for 10 feet and dim light for an
At 6th level, your connection to Hell grants you additional 10 feet. Creatures that start their turn within
enhanced resilience. While you are raging, you gain this aura or enter it for the first time on a turn take fire
temporary hit points equal to your Constitution modifier damage equal to your barbarian level.
at the start of each of your turns. These temporary hit
points can stack up to a total equal to your Barbarian
level. Additionally, you gain advantage on saving throws
against spells and effects that deal fire damage.

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135
New Subclass: The Demonic Domain

Cleric Subclass

t
he demonic domain subclass allows
clerics to channel the essence of demonic Infernal
beings, gaining demonic features and
powers. As they progress, their physical
Transformation
form transforms, granting them natural At 6th level, your connection to the demonic realm
armor, claws, or wings. They can also strengthens, causing your physical form to undergo a
summon minor demons to aid them in partial transformation. You gain one of the following
battle or use their demonic presence to demonic features of your choice: natural armor (AC
strike fear into the hearts of their enemies. increases by 1), claws (your unarmed strikes deal 1d10
slashing damage), or wings (you gain a flying speed of
15 feet). You can change this choice after finishing a
Demonic Domain Spells long rest.

Expanded Spell List


Cleric Level Spells
Demonic Summons
At 8th level, you gain the ability to summon a minor
1st Hellish Rebuke, Arms of Hadar
demon to aid you in battle. As an action, you can expend
3rd Darkness, Enthrall
a spell slot of 2nd level or higher, to summon a quasit or
5th Summon Lesser Demons, Vampiric Touch
a maw demon. The summoned demon appears in an
7th Fire Shield, Guardian of Faith
unoccupied space within 30 feet of you, follows your
9th Flame Strike, Infernal Calling
orders and acts on its own initiative. It remains for 1
hour or until it drops to 0 hit points.

Demonic Resilience Once you use this feature, you can’t use it again until
Starting at 1st level, whenever you take fire or necrotic you finish a long rest.
damage, you can use your reaction to reduce it by half.

Demonic Ascendancy
Channel Divinity: At 17th level, you fully embrace your demonic nature,

Demonic Wrath gaining resistance to non-magical damage. Additionally,


as an action, you can transform into a fearsome
Starting at 2nd level, as a bonus action, you can use demonic form for 1 minute. While in this form, you gain
your Channel Divinity to tap into the raw fury of the 20 temporary hit points at the start of each of your
demonic realm. For 1 minute, your melee weapon turns.
attacks deal an additional 1d4 fire damage and 1d4
necrotic damage. Furthermore, during this duration, Once you use this feature, you can’t use it again until
you gain advantage on Intimidation checks. you finish a long rest.

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136
New Subclass: The Stygian Sentinel

Fighter Subclass

t
his subclass embodies the stoic
guardians of the River Styx, the boundary Unyielding Resilience
between the living world and the At 10th level, your connection to the River Styx
Underworld. Fighters of this subclass gain strengthens your resilience, making it incredibly difficult
abilities that enhance their defensive to break your resolve. You gain advantage on all saving
capabilities, such as “Stygian Shield,” throws against being frightened. Additionally, when you
which grants temporary hit points when hit use your Second Wind feature, you regain hit points
by enemies. equal to twice your fighter level instead of the normal
amount.

Stygian Shield Stygian Phalanx


Your connection to the River Styx grants you a
supernatural shield that protects you from harm. At 15th level, you have mastered the art of defensive
Whenever you are about to take damage from an attack, combat, standing strong against overwhelming odds.
you can use your reaction to activate your Stygian When you take the Dodge action, you can choose one
Shield. This shield grants you temporary hit points ally within 30 feet of you. Until the start of your next
equal to your fighter level + your Constitution modifier. turn, that ally gains the benefits of your Dodge action as
These temporary hit points last for 1 minute or until well.
they are depleted. You may use this feature a number of
times equal to your Constitution modifier per long rest.
Stygian Vortex
At 18th level, your connection to the River Styx reaches
Sentinel’s Presence its pinnacle, allowing you to summon the chaotic energy
Starting at 7th level, your presence becomes imposing of the underworld. As an action, you can create a vortex
and intimidating, radiating an aura of protection to of Stygian energy in a 30-foot radius centered on
those around you. As a bonus action, you can emanate a yourself. All hostile creatures within the area must
10-foot aura of protective energy for 1 minute or until make a Dexterity saving throw against your fighter spell
you end it as a bonus action. While in this aura, friendly save DC. On a failed save, a creature takes 6d10
creatures of your choice gain a +3 bonus to their AC. necrotic damage and is stunned until the end of its next
Additionally, any enemy that starts its turn within the turn. On a successful save, a creature takes half damage
aura has disadvantage on attack rolls against targets and isn’t stunned. Once you use this feature, you can’t
other than you. use it again until you finish a long rest. If all affected
creatures failed their save, you regain the use of this
feature.

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137
New Subclass: The Tortured Mind

Monk Subclass

t
he tortured mind subclass represents
monks who have endured the mental and Psychic Disruption
emotional torments of Hell and emerged At 11th level, your exposure to the torments of Hell has
with hardened wills and unyielding spirits. bestowed upon you the ability to disrupt psychic energy
These monks have honed their minds to and manipulate the minds of others. Whenever a
resist and counteract the psychic assaults creature within 30 feet of you casts a spell, you can use
common in the Infernal Realms. your reaction to spend 3 ki points and create a psychic
disruption. The creature must make a Wisdom saving
throw against your ki save DC. On a failed save, the
Mental Fortitude spell is disrupted, and the creature loses the spell slot
expended to cast it.
Starting at 3rd level, your intense mental training has
granted you exceptional resistance against psychic
assaults. You gain the following benefits:
Mind Unleashed
You have advantage on saving throws against spells At 17th level, your mental fortitude reaches its pinnacle,
and effects that deal psychic damage or charm, allowing you to channel the torment you’ve endured into
frighten, or otherwise affect your mind. devastating attacks. As an action, you can enter a state
When you succeed on a saving throw against a spell of Mind Unleashed for 1 minute. While in this state, you
or effect that would charm, frighten, or otherwise gain the following benefits:
affect your mind, you can spend 1 ki point to
immediately use your Flurry of Blows as a reaction Your unarmed strikes deal an additional 1d8 psychic
against the creature that targeted you, striking back damage.
with an unyielding spirit. When you hit a creature with an unarmed strike, you
can spend 5 ki points to deal 2d10 bonus psychic
damage and force the target to make a Wisdom
saving throw. On a failed save, the target is stunned
Soul Mirror until the end of its next turn as your psychic energy
At 6th level, your connection to the tormented souls of overwhelms its senses.
Hell allows you to reflect harmful magic effects back at
their originators. Whenever you succeed on a saving Once you use this feature, you can’t use it again until
throw against a spell or effect, you can use your reaction you finish a long rest.
to project a mirrored shield of psychic energy. The
creature that targeted you with the spell or effect takes
psychic damage equal to your Monk level. If the spell
would deal psychic damage or charm, frighten, or
otherwise affect your mind, you deal psychic damage
equal to twice your Monk level instead.
NEW CHARACTER OPTIONS
138
New Subclass: The Fiery Crusader

Paladin Subclass

t
he fiery crusader is a paladin subclass spells, the Fiery Crusader gains access to the following
infused with the intense flames and spells at the specified levels:
infernal powers of Hell. These paladins
have made a pact with a powerful fire
entity or harnessed the energy of the Spell List
Infernal Realms to enhance their martial Cleric Level Spells
prowess. They wield fire-based abilities 3rd Burning Hands, Searing Smite
and channel their inner inferno to smite 5th Flame Blade, Scorching Ray
their enemies with burning fury. 9th Fireball, Protection from Energy
13th Wall of Fire, Fire Shield
Tenets of the Fiery 17th Flame Strike, Immolation

Crusader
Flame’s Embrace: The Fiery Crusader recognizes Channel Divinity
the power and beauty of fire, understanding its When you take this oath at 3rd level, you gain the
destructive nature as a force of renewal and following two Channel Divinity options:
purification. They seek to harness this element and
wield it with discipline and purpose. Infernal Retribution. As an action, you can channel
Infernal Resolve: The Fiery Crusader embraces the the fiery essence within you, causing flames to erupt
trials and challenges of the Infernal Realms, around you in a 10-foot radius. Each creature of your
unyielding in the face of adversity. They draw choice within this area must make a Dexterity saving
strength from the fires that consume their enemies, throw or take fire damage equal to your paladin level
using it to fuel their determination and resolve. + your Charisma modifier. On a successful save, they
Burning Justice: The Fiery Crusader upholds the take half damage.
principles of justice and righteousness, striving to Flameforged Weapon: As a bonus action, you can
bring order to the chaotic realms of Hell. They see imbue your weapon with intense flames. For the next
themselves as agents of divine retribution, punishing minute, your weapon attacks deal an additional 1d8
the wicked and protecting the innocent with the fire damage, and any creature hit by your weapon
searing flames of justice. attack must make a Constitution saving throw or be
set ablaze, taking fire damage equal to your
Oath of the Fiery Charisma modifier at the start of their turn. The
target can repeat the saving throw at the end of each
Crusader Spell List of their turns to end the effect.
The following spells are added to the paladin spell list
for Fiery Crusaders. In addition to the standard paladin

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139
Aura of Fiery
Vengeance
Starting at 7th level, your Aura of Protection now burns
with a radiant heat. Whenever a creature within this
aura’s radius hits you with a melee attack, they take 1d6
+ your Charisma modifier fire damage. Additionally you
gain resistance to fire damage.

Hellfire Conduit
At 15th level, when you use your Divine Smite feature,
you may choose to deal fire damage instead of radiant.
If you do so, the bonus damage increases by an
additional 1d8.

Infernal Ascendance
At 20th level, you can use your action to undergo a
transformation, temporarily becoming a being of pure
infernal power. For 1 minute, your size increases by one
category, and your attacks are imbued with the intense
flames of Hell. Your melee weapon attacks deal an
additional 2d10 fire damage, and your Aura of Fiery
Vengeance deals 3d6 additional fire damage to
attackers. Once you use this feature, you must finish a
long rest before you can use it again.
New Subclass: The Soul Thief

Rogue Subclass

a
s a soul thief, you have honed your amount until they finish a long rest. This effect can
skills in stealing and manipulating souls, stack with multiple successful uses, reducing their
using them to your advantage in the infernal maximum hit points further. On a successful save, they
realm. This subclass focuses on soul take half bonus damage and their maximum hit points
manipulation, allowing you to gain temporary are not reduced.
bonuses or unlock special abilities by
absorbing and utilizing the souls of your
enemies.
Ephemeral Form
At 13th level, you learn to channel the essence of the
stolen souls, granting yourself a fleeting but potent
Soul Extraction ethereal form. As a bonus action, you can expend two
stored souls from your Soulstone to gain the following
As a Soul Thief, you gain the ability to extract souls benefits for 1 minute:
from defeated foes. When a creature you can see within
60 feet of you dies, you can choose to extract its soul. Your movement doesn’t provoke opportunity attacks.
Once the soul is extracted, you can store it within a You have advantage on Dexterity saving throws and
specially crafted gemstone, called a Soulstone. The gain resistance to all damage except force damage.
Soulstone can hold a number of souls equal to your Once during this duration, when you would be
proficiency bonus. While carrying souls within your reduced to 0 hit points, you instead drop to 1 hit
Soulstone, you gain the following benefits: point.

You can use a bonus action to consume one stored


soul, gaining temporary hit points equal to your
Soul Devourer
Rogue level + your proficiency modifier + your At 17th level, your mastery over stolen souls reaches its
Charisma modifier. These temporary hit points last peak, granting you unprecedented power. Once per long
for 1 hour or until depleted. rest, you can expend all the stored souls within your
You have advantage on Wisdom (Insight) checks to Soulstone (minimum of 2) to transform into a powerful
detect lies and deception. avatar of soul energy for 1 minute. During this time, you
gain the following benefits:
Soulbound Strikes Your melee weapon attacks deal an additional 1d8
Starting at 9th level, when you hit a creature with a necrotic damage per soul expended.
weapon attack, you can expend a stored soul from your You have advantage on saving throws against spells
Soulstone to enhance the attack. The target must make and other magical effects.
a Constitution saving throw (DC 8 + your proficiency If you score a critical hit against a creature, you deal
bonus + your Dexterity modifier) or suffer additional 1d8 bonus necrotic damage per soul expended and
necrotic damage equal to your Sneak Attack damage, you store one soul into your Soulstone.
and their maximum hit points are reduced by the same

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141
New Subclass: The Soulflame

Sorcerer Subclass

t
his subclass focuses on the
destructive power of soul energy and the Soulbound
manipulation of life force. These sorcerers
can channel their own life essence to
Enhancement
unleash devastating spells, drain the life At 6th level, your connection to souls allows you to
force of their foes, and even harness the enhance your own abilities. You gain resistance to
power of souls to enhance their own necrotic damage and when you finish a long rest, you
abilities. can choose one ability score. You gain advantage on
ability checks that use that chosen ability score until
your next long rest.
Additionally, when you hit a creature with a spell
infused with soulfire, the target must make a
Soulfire Manipulation Constitution saving throw against your spell save DC.
On a failed save, the creature’s movement speed is
As a Soulflame Sorcerer, you have tapped into the raw
power of soul energy. You gain the following features: reduced by half until the end of its next turn.

Soulfire Surge Soulflame Absorption


You can use your bonus action to channel soul energy Starting at 14th level, whenever a creature deals
and ignite your spells. When you cast a spell of 1st level damage to you, you can use your reaction to absorb a
or higher, you can choose to infuse it with soulfire. If portion of their life force. You regain hit points equal to
you do, the spell deals additional fire damage equal to half the damage taken, and the creature takes fire
your Charisma modifier. This damage increases to damage equal to the hit points you regained.
twice your Charisma modifier at 6th level and three
times your Charisma modifier at 14th level.
Soul Conduit
Life Leech At 18th level, you become a conduit for the ultimate
When you deal damage to a creature with a spell power of soulfire. When you cast a spell of 5th level or
infused with soulfire, you gain temporary hit points higher that deals fire damage, you can cast it at its
equal to your Charisma modifier + the spell’s level until highest level without expending a higher level spell slot.
the end of your turn.

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142
New Subclass: The Pact of Betrayal

Warlock Subclass

t
he pact of betrayal subclass delves
into the treacherous nature of Hell and the Pact Deceiver
art of deception. Warlocks who follow this At 10th level, you have honed your ability to mimic
path gain the ability to manipulate and others, becoming a master of disguise. As an action you
deceive others through illusions, charms, adopt the appearance of any humanoid creature you
and enchantments. They can sow discord have seen, or a specific individual you know about, for 1
among enemies, compel others to betray hour. This transformation is an illusion, but it is so
their allies, and even mimic the convincing that it withstands physical inspection. You
appearance and abilities of those they gain advantage on Charisma (Deception) checks made
encounter in Hell, blurring the line to pass as the creature you are imitating, and any
between truth and falsehood. physical features, such as height and weight, can be
altered to match the creature you are impersonating.
You can use this feature a number of times equal to
Illusory Veil your Charisma modifier per long rest.
At 1st level, you gain the ability to manipulate the
perceptions of others through the art of illusion. You
learn the minor illusion cantrip, which doesn’t count Betrayal’s Embrace
against your number of cantrips known. Additionally, At 14th level, you can tap into the essence of betrayal
when you cast the minor illusion cantrip, you can make itself, enabling you to turn allies against each other.
it affect up to a 10-foot cube instead of a 5-foot cube. When you hit a creature with an attack, you can use
Furthermore, you have advantage on saving throws your reaction to force another creature within 30 feet of
against illusions and can see through magical illusions you to make a Wisdom saving throw against your spell
as if they were transparent. save DC. On a failed save, the target must use its
reaction to immediately make a melee weapon attack
against a creature of your choice, other than itself, that
Soul of Deceit it can see within its reach. The target has advantage on
the attack roll, and if it hits, it deals an additional 3d6
At 6th level, your connection to Hell grants you the
psychic damage. You can use this feature once per short
ability to twist the truth and deceive others effortlessly.
rest. You may expend any spell slot to gain a use of this
You gain expertise in the Deception skill. Additionally,
feature.
you can use your bonus action to force a creature within
30 feet of you to make a Charisma saving throw against
your spell save DC. On a failed save, the creature
believes your next statement as absolute truth,
regardless of how outlandish or contradictory it may
seem.

NEW CHARACTER OPTIONS


143
New Subclass: School of Blood Magic

Wizard Subclass

b
lood magic is a forbidden and perilous Lightning: The target’s nervous system is disrupted,
path, one that delves into the primal forces of causing it to suffer 1d4 penalty on Dexterity saving
life, death, and sacrifice. Wizards who dare to throws until the end of your next turn.
embrace this ancient and macabre artistry Poison: The target’s blood becomes toxic, and it
become members of the School of Blood suffers 1d4 penalty on Constitution saving throws
Magic, channeling the potent energy coursing before the end of your next turn.
through their veins to shape reality itself. Psychic: The target’s mind is overwhelmed by
Those who follow the path of the School of disturbing visions, and it suffers 1d4 penalty on
Blood Magic are driven by an insatiable thirst Intelligence saving throws before the end of your
for power and an unwavering curiosity about next turn.
the mysteries of life and death. Through their studies, Thunder: The target’s eardrums rupture, and it
they learn to manipulate the vital essence that flows suffers 1d4 penalty on Wisdom saving throws before
within them, drawing upon their own life force and that the end of your next turn.
of others to achieve unparalleled mastery over their
spells.

Corrupting Cantrips Blood Infusion


Starting at 2nd level, your understanding of blood magic Starting at 6th level, you gain the ability to harness your
blood magic to enhance your spells. When you cast a
allows you to taint your cantrips with dark and
spell of 5th level or lower, you may sacrifise hit points
malevolent energy. At 2nd level, when you cast a wizard
equal to 5 times the spell’s level in order to cast it at one
cantrip that deals damage, you can choose to infuse it
level higher. However, you cannot use this feature if
with the essence of blood magic. If the cantrip deals
doing so would reduce you to less than 1 hit point.
damage, the target must make a Constitution saving
Furthermore, when you sacrifice hit points using this
throw against your spell save DC. On a failed save, the
feature, you gain Blood Points equal to the amount of
target suffers an additional effect based on the cantrip’s
hit points lost. As a bonus action, you can expend Blood
damage type:
Points equal to half your maximum hit points to create a
Acid: The target’s skin corrodes and weakens, spell slot of a level up to your proficiency modifier. Your
reducing its AC by 1 until the end of your next turn. Blood Points are lost upon completing a long rest.
Cold: The target’s blood chills, and it suffers a 1d4
penalty on its next weapon attack roll before the end
of your next turn.
Fire: The target’s flesh burns and festers, causing it
to take an additional 1d4 fire damage at the start of
its next turn.

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144
Vital Surge
Starting at 10th level, your mastery over blood magic
allows you to harness the vitality within your own veins,
unleashing it in times of need. When you cast a spell of
1st level or higher, you can choose to empower it with
healing essence. If you do, roll a number of d6s equal to
the level of the spell slot used. You regain hit points
equal to the total rolled on the dice, and each creature of
your choice within 30 feet of you regains hit points
equal to half the total rolled (rounded down).

Once you use this feature, you can’t use it again until
you finish a short rest.

Blood Bond
At 14th level, you learn how to forge a powerful
connection between your allies and their blood. As an
action, you can choose a number of willing creatures
you can see within 30 feet of you, up to a maximum
equal to your Intelligence modifier (minimum of one).
For the next minute, any hit points lost by one of the
bonded creatures are divided equally among all other
bonded creatures (rounded up). This feature ends early
for a creature if the duration expires, if that creature is
separated by more than 300 feet, or if you become
unconscious or die.

Once you use this feature, you can’t use it again until
you finish a short or long rest.

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145
New Spells: Infernal Spellcasting

i
n this chapter, we unveil a collection of Paladin
dark and tantalizing spells that will expand Abyssal Surge, Celestial Condemnation, Celestial
the spell lists of your favorite classes. Delve Wrath, Divine Retribution, Fiendish Resilience, Hellfire
deeper into the Infernal Realms and unlock Shield, Hellish Infusion, Hellish Regrowth, Infernal
the arcane secrets that are whispered within Hunter, Infernal Mark.
the fiery corridors of Hell. These spells offer
a twisted twist on traditional magic, drawing Ranger
inspiration from the treacherous landscapes
Abyssal Chains, Hellish Veil, Infernal Mark
and tormented souls that inhabit the nine
circles of Hell. Sorcerer
Abyssal Annihilation, Abyssal Apocalypse, Abyssal
Bard Cataclysm, Abyssal Chains, Abyssal Reckoning, Abyssal
Dirge of Damnation, Discordant Melody, Eldritch Rift, Blazing Roots, Dark Pact, Eldritch Chains, Eldritch
Embrace, Fiendish Conquest, Hellfire Incarnation, Resilience, Hellfire Incarnation, Hellfire Shield, Hellish
Hellish Infusion, Hellish Requiem, Hymn of Despair, Convergence, Hellish Flames, Hellish Requiem, Hellish
Infernal Bolt, Infernal Flames, Infernal Mark, Infernal Storm, Infernal Ascendance, Infernal Bolt, Infernal Call,
Seraphim Infernal Chains, Infernal Flames, Infernal Pact, Infernal
Seraphim, Infernal Transformation

Cleric Warlock
Abyssal Reckoning, Abyssal Surge, Blazing Abyssal Chains, Abyssal Reckoning, Dark Pact, Dirge of
Enchantment, Celestial Condemnation, Dirge of Damnation, Eldritch Chains, Eldritch Resilience,
Damnation, Divine Retribution, Eldritch Embrace, Hellfire Shield, Hellish Flames, Hellish Storm, Hellish
Fiendish Conquest, Fiendish Resilience, Hellfire Veil, Infernal Ascendance, Infernal Bolt, Infernal Call,
Incarnation, Hellfire Shield, Hellish Flames, Hellish Infernal Chains, Infernal Flames, Infernal Hunter,
Infusion, Hellish Regrowth, Hellish Seraphim, Hymn of Infernal Pact, Infernal Transformation
Despair, Infernal Ascendance, Infernal Bolt, Infernal
Call, Infernal Flames, Infernal Hunter, Infernal Mark, Wizard
Infernal Seraphim Abyssal Annihilation, Abyssal Apocalypse, Abyssal
Cataclysm, Abyssal Chains, Abyssal Reckoning, Abyssal
Rift, Blazing Enchantment, Dark Pact, Dirge of
Druid Damnation, Eldritch Chains, Eldritch Embrace, Eldritch
Abyssal Surge, Blazing Roots, Eldritch Resilience, Resilience, Fiendish Resilience, Hellfire Incarnation,
Hellfire Incarnation, Hellfire Shield, Hellish Flames, Hellfire Shield, Hellish Convergence, Hellish Flames,
Hellish Regrowth, Hellish Storm, Hellish Veil, Infernal Hellish Requiem, Hellish Seraphim, Hellish Storm,
Bolt, Infernal Flames, Infernal Mark Infernal Armageddon, Infernal Bolt, Infernal Call,
Infernal Chains, Infernal Flames, Infernal Hunter

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146
Spell Descriptions
Abyssal Annihilation Abyssal Chains
7th level evocation 2nd level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 60 feet
Components: V, S, M (a drop of blood) Components: V, S, M (a small iron chain)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Spell Lists: Sorcerer, Wizard Spell Lists: Sorcerer, Wizard, Warlock, Ranger
You tap into the raw power of the Abyss, unleashing a You conjure spectral chains that wrap around a creature
devastating wave of destructive energy. Each creature of you can see within range. The target must succeed on a
your choice within a 30-foot radius centered on you Strength saving throw or be restrained by the chains for
must make a Dexterity saving throw. A target takes the duration. A creature restrained by the chains takes
10d10 necrotic damage on a failed save, or half as much 2d4 force damage at the end of each of its turns. The
damage on a successful one. creature may repeat the saving throw at the start of
At Higher Levels: When you cast this spell using a each of its turns.
spell slot of 8th level or higher, the damage increases by At Higher Levels: When you cast this spell using a
1d10 for each slot level above 7th. spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.

Abyssal Reckoning
Abyssal Apocalypse
5th level evocation
9th level evocation
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Self (60-foot cone) Components: V, S, M (a small glass vial containing a
Components: V, S, M (a vial of blood from a fiend) drop of acid)
Duration: Instantaneous Duration: Instantaneous
Spell Lists: Sorcerer, Wizard Spell Lists: Sorcerer, Wizard, Warlock, Cleric
You summon the terrifying power of the Abyss and
You invoke the wrath of the Abyss, causing a torrent of
unleash it in a devastating display of destruction. A cone
dark energy to rain down upon a creature you can see
of abyssal energy erupts from you in a 60-foot cone.
within range. The target must make a Dexterity saving
Each creature in that area must make a Dexterity saving
throw, taking 8d8 necrotic damage on a failed save, or
throw. On a failed save, a target takes 15d10 necrotic
half as much damage on a successful one.
damage and is stunned until the end of its next turn. On At Higher Levels: When you cast this spell using a
a successful save, a target takes half as much damage spell slot of 6th level or higher, the damage increases by
and isn’t stunned. 1d8 for each slot level above 5th.

Abyssal Rift
Abyssal Cataclysm 6th level conjuration
8th level evocation Casting Time: 1 action
Casting Time: 1 action Range: 150 feet
Range: 120 feet Components: V, S, M (a black pearl worth at least 500
Components: V, S, M (a shard of obsidian) gp)
Duration: Instantaneous Duration: Concentration, up to 1 minute
Spell Lists: Sorcerer, Wizard Spell Lists: Sorcerer, Wizard

You conjure a massive sphere of swirling abyssal energy You open a rift to the Abyss at a point you choose within
and send it hurtling toward a point you choose within range. A 20-foot radius, 40-foot deep hole appears, and
range. Each creature in a 30-foot radius sphere an eerie, otherworldly aura emanates from it. Each
centered on that point must make a Dexterity saving creature within 10 feet of the rift when it appears or
throw, taking 12d8 force damage on a failed save, or ends its turn there must make a Dexterity saving throw,
half as much damage on a successful one. Additionally, taking 8d6 force damage on a failed save, or half as
the area becomes difficult terrain for 1 minute. much damage on a successful one.
At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell using a
spell slot of 9th level, the damage increases by 2d8. spell slot of 7th level or higher, the damage increases by
1d6 for each slot level above 6th.

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147
Abyssal Surge save, the creature takes half damage and its speed is
1st level evocation unaffected.
At Higher Levels: The damage increases by 1d6 for
Casting Time: 1 action each slot level above 1st.
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute Celestial Condemnation
Spell Lists: Druid, Cleric, Paladin 1st level evocation
You tap into the chaotic energy of the Abyss, granting Casting Time: 1 action
yourself a surge of infernal power. For the duration, Range: 60 feet
your melee weapon attacks deal an extra 1d6 fire Components: V, S
damage. Additionally, when you hit a creature with a Duration: Instantaneous
melee weapon attack, you can choose to release a burst Spell Lists: Cleric, Paladin
of abyssal flames, forcing the target to make a Dexterity
You call upon celestial forces to condemn a non-good
saving throw. On a failed save, the target takes an
creature you can see within range. The target must
additional 1d6 fire damage.
make a Dexterity saving throw. On a failed save, it takes
At Higher Levels: When you cast this spell using a
2d8 radiant damage, and it suffers disadvantage on its
spell slot of 2nd level or higher, the extra fire damage
increases by 1d6 for each slot level above 1st. next attack roll before the end of its next turn.
At Higher Levels: The damage increases by 1d8 for
each slot level above 1st.
Blazing Enchantment
6th level transmutation Celestial Wrath
Casting Time: 1 action 5th level evocation
Range: Touch
Components: V, S, M (a piece of red-hot iron) Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour
Components: V, S
Spell Lists: Cleric, Wizard
Duration: Concentration, up to 1 minute
You touch a weapon and infuse it with the essence of Spell Lists: Paladin
hellfire. For the duration, the weapon becomes
wreathed in flames, shedding bright light in a 20-foot You unleash a wave of celestial wrath, causing radiant
radius and dim light for an additional 20 feet. energy to erupt from your body in a 60-foot radius. Each
Whenever the wielder successfully hits a creature creature of your choice within the area must make a
with the enchanted weapon, it deals an additional 4d6 Constitution saving throw, taking 7d8 radiant damage
fire damage. Additionally, the target must make a on a failed save or half as much damage on a successful
one. Additionally, your first successful weapon attack
Dexterity saving throw or be engulfed in flames, taking
against each of the affected creature, until the spell
2d6 fire damage at the start of its next turn.
ends, deals an extra 1d8 radiant damage.
At Higher Levels: The fire damage dealt by the
At Higher Levels: The radiant damage increases by
weapon increases by 1d6 for each slot level above 6th.
1d8 for each slot level above 5th.

Blazing Roots
Dark Pact
1st level transmutation
1st level enchantment
Casting Time: 1 bonus action
Range: Self Casting Time: 1 action
Components: V, S Range: Self
Duration: Concentration, up to 1 minute Components: V, S
Spell Lists: Sorcerer, Druid Duration: Concentration, up to 1 hour
Spell Lists: Wizard, Warlock, Sorcerer
You channel the fiery energy of the infernal realm,
causing flaming roots to erupt from the ground beneath You forge a pact with the darkness, granting yourself
you. For the duration, the area within 10 feet of you is dark powers. For the duration, you have advantage on
considered difficult terrain. Charisma (Intimidation) checks, and creatures have
When a creature starts its turn within the area, or if it disadvantage on Wisdom (Insight) checks made to
moves into the area for the first time on a turn, it must discern your intentions. Additionally, until the spell
make a Dexterity saving throw. On a failed save, the ends, whenever you deal damage to a creature with a
creature takes 2d6 fire damage and its speed is reduced spell of 1st level or higher, you regain hit points equal to
by 10 feet until the start of its next turn. On a successful your proficiency modifier.

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Dirge of Damnation Discordant Melody
4th level necromancy 1st level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (30-foot cone)
Components: V, S Components: V, S
Duration: 1 minute Duration: Instantaneous
Spell Lists: Wizard, Warlock, Bard, Cleric Spell Lists: Bard
You weave a haunting melody that resonates with the You unleash a discordant melody that shatters the
souls of the damned. Choose a point within range. Each resolve of creatures around you. Each creature of your
creature within a 20-foot-radius sphere centered on that choice within 60 feet of you must make a Wisdom
point must make a Constitution saving throw. On a saving throw. On a failed save, a creature takes 2d6
failed save, a creature takes 5d6 necrotic damage and is psychic damage and has disadvantage on its next saving
deafened for the duration. On a successful save, the throw before the end of its next turn. On a successful
creature takes half damage and isn’t deafened. save, the creature takes half damage and isn’t affected
Additionally, any undead creature within the area of by the additional effects.
effect must make a Wisdom saving throw. On a failed At Higher Levels: The psychic damage increases by
save, it takes 3d6 psychic damage and has disadvantage 1d6 for each slot level above 1st.
on attack rolls and ability checks until the start of your
next turn. On a successful save, it takes half damage
and doesn’t suffer the additional effects.
At Higher Levels: The necrotic and psychic damage
increases by 2d6 for each slot level above 4th.

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149
Divine Retribution addition, you gain advantage on your next saving throw
3rd level evocation against a spell before the end of your next turn.

Casting Time: 1 bonus action Fiendish Conquest


Range: Self 5th level enchantment
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 action
Spell Lists: Paladin, Cleric Range: Self (30-foot radius)
Components: V, S, M (a small ruby worth 500 gp)
You call upon divine power to channel retribution. For
Duration: 1 minute
the duration, your AC increases by 1 and any creature
Spell Lists: Cleric, Bard
that hits you with a melee attack takes 2d6 radiant
damage. You unleash your inner fiendish power, causing a wave
At Higher Levels: The radiant damage increases by of domination to emanate from you. Each creature of
1d6 for each slot level above 3rd. your choice within a 30-foot radius centered on you
must make a Wisdom saving throw. On a failed save, a
Eldritch Chains creature becomes charmed by you for the duration. The
Cantrip evocation charmed creature is incapacitated and obeys your
commands. If the creature takes any damage and at the
Casting Time: 1 action end of each of its turns, it can repeat the saving throw,
Range: 40 feet ending the effect on a success. Undead and creatures
Components: V, S immune to being charmed are unaffected.
Duration: 1 minute
Spell Lists: Wizard, Warlock, Sorcerer Fiendish Resilience
You conjure ethereal chains formed of eldritch energy 1st level abjuration
that streak towards a creature you can see within range. Casting Time: 1 action
Make a ranged spell attack against the target. On a hit, Range: Self
the target takes 1d4 force damage and it is grappled for
Components: V, S
the duration. The target can use its action to make a DC
Duration: Concentration, up to 1 minute
10 Strength check, freeing itself on a success.
Spell Lists: Wizard, Cleric, Paladin
At Higher Levels. This spell’s damage increases by
1d4 when you reach 5th level (2d4), 11th level (3d4), You surround yourself with fiendish energy, bolstering
and 17th level (4d4). your resilience. For the duration, you have resistance to
damage from spells and advantage on saving throws
Eldritch Embrace against being charmed or frightened.
2nd level transmutation
Hellfire Incarnation
Casting Time: 1 action 9th level transmutation
Range: Touch
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self
Spell Lists: Wizard, Cleric, Bard Components: V, S, M (a piece of brimstone and a vial of
demon blood)
You touch a willing creature and infuse it with eldritch Duration: Concentration, up to 1 hour
energy. For the duration, the target gains resistance to Spell Lists: Wizard, Cleric, Druid, Bard, Sorcerer
force and necrotic damage. Additionally, its melee
weapon attacks deal an additional 1d6 force damage. You undergo a terrifying transformation, becoming a
living embodiment of hellfire. For the duration, you gain
Eldritch Resilience the following benefits:
1st level abjuration
Your AC becomes 20, and you have resistance to all
Casting Time: 1 reaction damage except radiant damage.
Range: Self Your melee weapon attacks deal an additional 4d10
Components: V, S fire damage.
Duration: Instantaneous You have advantage on saving throws against spells
Spell Lists: Wizard, Warlock, Sorcerer, Druid and other magical effects.
As a reaction to being hit by an attack or targeted by a You can cast the Fireball spell at will as a 3rd level
spell, you shroud yourself in eldritch energy, gaining spell, without expending a spell slot or material
resistance to the damage from that attack or spell. In components.

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Hellfire Shield
1st level abjuration
Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by a spell that deals fire
damage
Range: Self
Components: V, S
Duration: 1 round
Spell Lists: Wizard, Warlock, Sorcerer, Paladin, Druid,
Cleric
You summon a protective shield of hellfire, warding off
incoming fire-based attacks. Until the start of your next
turn, you have resistance to fire damage. Additionally,
any creature that hits you with a melee attack while the
shield is active takes 2d8 fire damage.

Hellish Convergence
7th level conjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a vial of blood from a devil)
Duration: Concentration, up to 1 minute
Spell Lists: Wizard, Sorcerer
You summon the essence of the infernal realm, causing
the very fabric of Hell to converge upon your location.
Flames burst forth, and the ground cracks open,
revealing glimpses of the torment within. Each creature
of your choice within range must make a Dexterity
saving throw, taking 4d10 fire damage and 4d10
necrotic damage on a failed save, or half as much
damage on a successful one. Additionally, for the
duration, the area becomes difficult terrain, and any
creature that starts its turn within the area takes 2d10
fire damage and 2d10 necrotic damage.
At Higher Levels: The fire and necrotic damage
increase by 1d10 for each slot level above 7th.

Hellish Flames
Cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Spell Lists: Wizard, Sorcerer, Warlock, Cleric, Druid
You conjure a flickering flame infused with infernal
energy and hurl it at a creature within range. Make a
ranged spell attack against the target. On a hit, the
target takes 1d8 fire damage. Additionally, at the
beginning of its next turn it must succeed on a
Constitution saving throw or take 1d4 fire damage.

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Hellish Infusion Hellish Seraphim
4th level necromancy 8th level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (a drop of blood from a devil) Components: V, S, M (a feather from a celestial
Duration: Concentration, up to 1 hour creature and a pinch of brimstone)
Spell Lists: Cleric, Paladin, Bard Duration: 1 minute
You touch a willing creature and infuse them with the Spell Lists: Wizard, Cleric
essence of Hell. For the duration, the target gains You summon two celestial seraphim wreathed in hellish
resistance to fire damage and deals an extra 1d6 fire flames to fight alongside you. The seraphim appear in
damage with weapon attacks. Additionally, whenever unoccupied spaces of your choice within range. Each
the target hits with a melee attack for the first time on seraph has the statistics of a Deva (MM, pg. 16), except
each round, flames erupt, and each creature of its it is immune to fire damage and its attacks deal extra
choice within 10 feet of itself must make a Dexterity fire damage instead of radiant damage. The seraphim
saving throw, taking 2d6 fire damage on a failed save, or act on their own initiative and obey your verbal
half as much damage on a successful one. commands. Roll initiative for the seraphim as a group,
At Higher Levels: The extra fire damage increases by which has its own turns. The seraphim remain for the
1d6 for each slot level above 4th. duration or until reduced to 0 hit points. You may
dismiss the seraphim as a bonus action.
Hellish Regrowth At Higher Levels: You can summon one additional
4th level transmutation seraph for each slot level above 8th.
Casting Time: 1 action Hellish Storm
Range: Touch
5th level evocation
Components: V, S, M (a sprig of devil’s ivy)
Duration: Instantaneous Casting Time: 1 action
Spell Lists: Cleric, Druid, Paladin Range: Self (30-foot radius)
You touch a creature, and regenerative flames engulf it. Components: V, S, M (a bit of sulfur and a twig from a
The target regains 5d8 hit points, and any severed body scorched tree)
members are restored if the creature has any. Duration: Concentration, up to 1 minute
Additionally, the target gains temporary hit points equal Spell Lists: Wizard, Sorcerer, Druid, Warlock
to half the amount of hit points regained and resistance You invoke the wrath of Hell, causing a swirling vortex
to fire damage while it has at least 1 of these temporary of infernal energy to erupt around you. The area
hit points. These temporary hit points last for 1 hour or becomes difficult terrain for creatures other than you,
until depleted. and any creature that starts its turn within the area
At Higher Levels: The healing increases by 1d8 for takes 4d6 fire damage. Additionally, on each of your
each slot level above 4th. turns, you can use a bonus action to cause a creature of
your choice within the area to make a Dexterity saving
Hellish Requiem throw, taking 4d6 fire damage on a failed save, or half
9th level necromancy as much damage on a successful one.
At Higher Levels: The fire damage increases by 1d6
Casting Time: 1 action
for each slot level above 5th.
Range: 90 feet
Components: V, S, M (a black diamond worth 3,000 Hellish Veil
gold pieces, which the spell consumes)
1st level abjuration
Duration: Instantaneous
Spell Lists: Wizard, Sorcerer, Bard Casting Time: 1 action
You channel the ultimate power of Hell, unleashing a Range: Self
devastating symphony of infernal energy upon your Components: V, S
enemies. Each creature of your choice within range Duration: Concentration, up to 10 minutes
must make a Constitution saving throw, taking 10d12 Spell Lists: Ranger, Druid, Warlock
necrotic damage on a failed save, or half as much You shroud yourself in a veil of hellfire, obscuring your
damage on a successful one. If a creature fails the presence from creatures with darkvision. For the
saving throw by 10 or more, it instantly drops to 0 hit duration, you gain advantage on Dexterity (Stealth)
points. If a creature rolls 1 on its saving throw in is checks made to hide and you cannot be detected by
instantly slain as its life force is violently ripped away. darkvision or other similar abilities. However, creatures
without darkvision can still perceive you normally.

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152
Hymn of Despair Infernal Ascendance
5th level enchantment 3rd level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S Components: V, S, M (a drop of devil’s blood)
Duration: 1 minute Duration: 1 minute
Spell Lists: Bard, Cleric Spell Lists: Sorcerer, Warlock, Cleric
You unleash a haunting and melancholic melody that You tap into your infernal heritage, allowing your body
resonates with the despair of the infernal realm. Each to be infused with the power of Hell itself. For the
creature of your choice within range must make a duration, you gain the following benefits:
Wisdom saving throw. On a failed save, the creature
becomes filled with a sense of hopelessness, suffering You have resistance to fire and necrotic damage.
disadvantage on attack rolls, ability checks, and saving When you cast a spell that deals fire or necrotic
throws. Additionally, at the end of each of its turns, the damage, you can add your spellcasting ability
creature can make a new Wisdom saving throw, ending modifier to its damage roll.
the effect on a success.
Infernal Armageddon Infernal Bolt
9th level conjuration
Cantrip evocation
Casting Time: 1 action
Casting Time: 1 action
Range: Self (100-foot radius)
Range: 60 feet
Components: V, S, M (a vial of unholy water)
Components: V, S
Duration: Instantaneous
Duration: Instantaneous
Spell Lists: Wizard, Sorcerer
Spell Lists: Wizard, Sorcerer, Warlock, Druid, Bard,
You summon forth the full fury of Hell, causing the very Cleric
fabric of reality to warp and tear in a cataclysmic
You conjure a bolt of infernal energy and hurl it at a
display. A swirling maelstrom of fire, darkness, and
creature within range. Make a ranged spell attack
anguish erupts around you in a 100-foot radius.
against the target. On a hit, the target takes 1d8 fire
Creatures of your choice within this area must make a
damage. This spell critically hits on a roll of 18-20.
Dexterity saving throw, taking 20d6 fire damage and
At Higher Levels: The damage increases by 1d10 at
20d6 necrotic damage on a failed save, or half as much
5th level (2d10), 11th level (3d10), and 17th level
damage on a successful one. Structures and objects
(4d10).
caught in the area are destroyed or heavily damaged.
This spell ignores resistances and immunities to fire
and necrotic damage.

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153
Infernal Call Infernal Hunter
3rd level conjuration 3rd level divination
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S, M (a bone from a fiendish creature) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
Spell Lists: Warlock, Cleric, Sorcerer, Wizard Spell Lists: Wizard, Warlock, Paladin, Cleric
You summon the presence of infernal beings, filling the You attune your senses to the infernal energies that
air around you with their oppressive aura. For the permeate the environment. For the duration, you can
duration, hostile creatures within 30 feet of you have sense the presence of fiends and their allies within 60
disadvantage on saving throws against spells. feet of you, even if they are invisible or behind total
Additionally, when you cast a spell that deals fire or cover.
necrotic damage, you can use a bonus action to force
one creature within 30 feet of you to make a Wisdom
saving throw, taking 3d8 fire damage or necrotic
damage (your choice) on a failed save, or half as much Infernal Mark
damage on a successful one.
1st level enchantment
At Higher Levels: The damage increases by 1d8 for
each slot level above 3rd. Casting Time: 1 bonus action
Range: Touch
Components: V, S
Infernal Chains Duration: 1 hour
2nd level conjuration Spell Lists: Cleric, Paladin, Druid, Bard, Ranger
Casting Time: 1 action You touch a weapon and brand it with an infernal mark.
Range: 60 feet The weapon sheds dim light in a 5-foot radius, and any
Components: V, S, M (a piece of iron chain) attack made with it deals an extra 1d6 fire damage.
Duration: Concentration, up to 1 minute Additionally, if the target of the attack is a fiend, it takes
Spell Lists: Warlock, Sorcerer, Wizard an additional 1d6 fire damage.
You summon ethereal chains forged from the depths of At Higher Levels: The extra fire damage increases by
Hell to bind a creature of your choice that you can see 1d6 at 5th level, 11th level, and 17th level.
within range. The target must succeed on a Strength
saving throw or be restrained for the duration. While
restrained, the creature takes 2d10 fire damage at the
start of each of its turns. The target can use its action to Infernal Pact
repeat the saving throw and break free on a success. 1st level conjuration
At Higher Levels: The damage increases by 1d10 for
Casting Time: 1 action
each slot level above 2nd.
Range: 30 feet
Components: V, S, M (a small iron key)
Infernal Flames Duration: 8 hours
Spell Lists: Warlock, Sorcerer
Cantrip evocation
Casting Time: 1 action You form a pact with an infernal entity, gaining their
Range: 90 feet assistance in your endeavors. Choose a willing creature
Components: V, S within range to be the recipient of this pact. For the
Duration: Instantaneous duration, the target gains advantage on Charisma
Spell Lists: Wizard, Sorcerer, Warlock, Druid, Bard, (Persuasion) and Charisma (Deception) checks and they
Cleric have resistance to fire damage.

You summon two flickering flames from the depths of


Hell and send them streaking towards one or more
creatures within range. Make a ranged spell attack
against each target. On a hit, the target takes 1d4 fire
damage for each flame that hits it.
At Higher Levels: You may send three flames at 5th
level, four flames at 11th level (3d8), and five flames at
17th level (4d8).

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154
Infernal Seraphim Infernal Transformation
8th level enchantment 2nd level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: Self
Components: V, S, M (a feather from an angel’s wing) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Spell Lists: Sorcerer, Bard, Cleric Spell Lists: Warlock, Sorcerer
You summon forth the essence of infernal seraphim, You tap into the infernal power within, allowing it to
captivating and beguiling those around you. Choose any surge through your body and grant you demonic
number of creatures within range. Each target takes features. For the duration, you gain the following
4d12 psychic damage and must succeed on a Wisdom benefits:
saving throw or be charmed by you for the duration.
While charmed, the target is incapacitated and it gains a Your eyes turn fiery red, granting you darkvision with
glowing aura of infernal flames that sheds dim light up a range of 60 feet.
to 60 feet. Demonic leathery wings sprout out of your back. You
At the end of each of the charmed creature’s turns, it gain a flying speed of 60 feet for the duration.
can repeat the saving throw, ending the effect on itself You have advantage on Charisma (Intimidation)
on a success. checks.
You have resistance to fire damage.

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155
New Feats: Infernal Powers

h
ere, within the pages of this chapter,
players will discover a multitude of new
Stygian Stealth
options to enhance their characters’ Prerequisite: Dexterity 13 or higher
abilities, reflecting their interactions with
the infernal plane. These feats embody the You have trained in the shadows of the River Styx,
essence of Hell, offering unique and gaining proficiency in Stealth and the ability to attempt
powerful advantages that can aid to hide when you are only lightly obscured.
adventurers in their perilous journeys.
Embrace the infernal temptations, but
tread carefully, for the powers you acquire Fiendish Spellcasting
may forever mark your soul. Prerequisite: Spellcasting ability

You have tapped into the dark powers of Hell, gaining


Infernal Tracker the ability to cast one 1st-level spell from the warlock
Prerequisite: Wisdom 13 or higher spell list once per short rest without expending a spell
slot.
Your time spent navigating the treacherous paths of
Hell has honed your tracking skills. You gain the
following benefits: Hellfire Resistance
Prerequisite: Constitution 13 or higher
Increase your Wisdom score by 1, to a maximum of
20. Your exposure to Hell’s flames has hardened you,
You have proficiency in the Survival skill, and when granting resistance to fire damage and advantage on
tracking fiends or creatures native to the infernal saving throws against spells or effects that deal fire
realm, your proficiency bonus is doubled for the damage.
check.
You have advantage on Wisdom (Survival) checks
made to navigate or find your way in the infernal Demonic Wings
realm.
Prerequisite: Charisma 15 or higher

Diabolical Guile You sprout a pair of demonic wings, granting you a fly
speed equal to your walking speed. You can use these
Prerequisite: Charisma 13 or higher wings to fly for up to 1 minute, once per long rest.
You have learned the art of deception from the denizens
of Hell, gaining proficiency in Deception and advantage
on Charisma (Deception) checks made to deceive
fiends.

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156
Abyssal Resistance Increase your Charisma or Intelligence score by 1, to
a maximum of 20.
Prerequisite: Wisdom 13 or higher When you cast a spell that deals damage, you can
reroll any 1s on the damage dice. You must use the
Your exposure to the chaotic energies of the Abyss has new roll.
granted you resistance to necrotic damage and
advantage on saving throws against spells or effects that
inflict the frightened condition.
Infernal Smith
Prerequisite: Proficiency with smith’s tools
Fiendish Heritage
Prerequisite: Tiefling race You have learned the secrets of forging infernal
weaponry. You can use smith’s tools to create or repair
Your infernal lineage manifests in unique and powerful weapons infused with hellish enchantments, allowing
ways. You gain the following benefits: them to deal an additional 1d6 fire damage.

Increase your Charisma score by 1, to a maximum of


20. Abyssal Strike
You gain resistance to cold damage.
You learn the cantrip Thaumaturgy. Charisma is Prerequisite: Strength 13 or higher
your spellcasting ability for this cantrip.
Your strikes carry the chaotic essence of the Abyss.
Once per turn, when you hit a creature with a melee
weapon attack, you can deal an additional 1d6 necrotic
Infernal Lore damage.

Prerequisite: Intelligence 13 or higher

Your knowledge of the infernal realms is unparalleled.


Infernal Aegis
You gain proficiency in the Arcana skill and advantage Prerequisite: Constitution 13 or higher
on Intelligence (Arcana) checks made to recall
information about fiends or the planes of Hell. You have been blessed with infernal protection. You
gain resistance to acid damage and have advantage on
saving throws against being petrified or restrained.
Soul Eater Additionally, your maximum hit points increase by 1 per
character level.
Prerequisite: Constitution 15 or higher

You have learned to devour the souls of fallen enemies.


Whenever you reduce a creature to 0 hit points, you
Hellish Parry
gain temporary hit points equal to your Charisma Prerequisite: Dexterity 13 or higher
modifier + your proficiency bonus. Temporary hit points
gained by this feat stack and last until your next long Your reflexes are attuned to the fiery battles of Hell.
rest. When a creature hits you with a melee attack, you can
use your reaction to add your proficiency bonus to your
AC against that attack.
Hellish Endurance
Prerequisite: Constitution 13 or higher Eyes of the Damned
You have developed a superior tolerance for pain. Your Prerequisite: Wisdom 13 or higher
hit point maximum increases by an amount equal to
your level when you take this feat, and it increases by an The eyes of the damned have bestowed upon you an
additional 2 hit points whenever you level up. eerie perception. You gain the following benefits:

Malevolent Spellcasting Increase your Wisdom score by 1, to a maximum of


20.
Prerequisite: Spellcasting ability You have darkvision with a range of 60 feet.
You have advantage on Wisdom (Perception) checks
Your connection to the infernal realm infuses your
made to detect hidden or invisible creatures.
spells with malevolent power. You gain the following
benefits:

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157
Infernal Resistance Infernal Spellcasting Focus
Prerequisite: Constitution 13 or higher Prerequisite: Spellcasting ability

Your exposure to Hell’s environment has made you You have acquired a unique infernal artifact that serves
resistant to extreme conditions. You have advantage on as your spellcasting focus. When you use this focus, you
saving throws against environmental effects such as gain a +1 bonus to spell attack rolls and spell save DC.
extreme heat, cold, or toxic fumes.

Diabolic Manipulation
Infernal Blade Mastery Prerequisite: Intelligence 13 or higher
Prerequisite: Proficiency with martial weapons
You have mastered the art of manipulating infernal
You have trained extensively in the art of wielding magic. When you cast a spell with a range of touch, you
infernal blades. Your attacks with martial melee can use your reaction to make a melee spell attack
weapons deal an additional 1d4 fire damage. against a creature within 5 feet of you. On a hit, the
target takes additional fire damage equal to your
spellcasting ability modifier.
Devilish Teleportation
Prerequisite: Charisma 15 or higher Infernal Resilience
You have unlocked the ability to teleport short distances Prerequisite: Constitution 13 or higher
through the power of Hell. Once per short rest, you can
teleport up to 30 feet as a bonus action. You have endured the torments of the infernal realm,
granting you exceptional resilience. You gain the
following benefits:
Diabolic Conjuring
Increase your Constitution score by 1, to a maximum
Prerequisite: Spellcasting ability of 20.
You have advantage on saving throws against poison
You have gained knowledge of forbidden summoning
damage and being poisoned.
spells. You can cast the spell “Summon Lesser Fiend”
When you roll hit dice to regain hit points during a
once per long rest without expending a spell slot.
short rest, you regain an additional hit point for each
hit die spent.
Infernal Stamina
Prerequisite: Constitution 13 or higher

Your time spent in the infernal realms has toughened


your endurance. You gain an additional hit dice and can
roll it during a short rest to regain hit points.

Hellish Hex
Prerequisite: Charisma 15 or higher

You have learned to channel the powers of Hell to curse


your foes. Once per short rest, when you hit a creature
with a spell or a weapon attack, you can curse it. The
cursed creature has disadvantage on saving throws
against your spells or abilities until the end of your next
turn.

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158
New Backgrounds: Infernal Origins

i
n the shadowed depths of infernal the history, ambitions, and fears of your characters.
realms, where the air is thick with the scent How has their brush with these forces marked them?
of brimstone and the echoes of ancient pacts, What alliances or enmities have they forged within the
adventurers find themselves drawn to the fiery depths? And, most importantly, how will their
allure of the netherworld’s mysteries. This infernal legacies drive them forward in their quests?
chapter serves as a gateway to the uncharted This is not merely a collection of backgrounds; it is an
territories of the damned, offering a rich invitation to venture beyond the mundane and embrace
foundation for those who dare to explore the the complexity of characters born from or battling
infernal influences that shape the denizens of against the influence of the infernal. Here, in the
these cursed landscapes. Here, within these crucible of creation, you will find the seeds of epic tales
pages, lie the origins of souls touched by the infernal, waiting to be sown. Let these pages inspire you to
each carrying the burden of their realms’ inferno in their weave narratives that resonate with the depth and
hearts and on their shoulders. drama of the infernal realms, forging heroes and
You will find many backgrounds that breathe life into antiheroes whose stories are etched in the very flames
characters born from or seared by the flames of the of perdition.
nether realms. These backgrounds provide not just a
narrative cornerstone but also a wellspring of
motivations, conflicts, and abilities that are as diverse as
the realms themselves. This chapter is designed to
enrich your game, offering new possibilities for creating
Step forth, brave storyteller,
characters that have been shaped by the complexities of
the infernal. Whether your campaign dances on the
into the embrace of the inferno.
edges of the abyss or plunges headfirst into its fiery
Here, in the clash of fire and
embrace, these backgrounds will add depth and nuance fate, new legends await.
to your storytelling.
As you sift through these offerings, let your
imagination roam the endless landscapes of the
netherworld. Consider how the infernal has influenced

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159
1. Soulbound Scholar
Soulbound Scholars are dedicated seekers of d8 Personality Trait
knowledge, delving deep into the mysteries of Hell and 1 I am fascinated by the torments of Hell and eagerly share
its torments. With expertise in Arcana and History, they tales of infernal punishments with anyone who will listen.
possess a wealth of information about infernal realms, 2 I have an insatiable thirst for knowledge and will stop at
their denizens, and the punishments that await souls. nothing to uncover the secrets of Hell.
Their insatiable thirst for knowledge drives them to 3 I am often lost in thought, contemplating the complexities
uncover the secrets of Hell, and their understanding of of the infernal realms and their implications.
its lore grants them unique advantages when dealing 4 I take great pride in my intellect and enjoy displaying my
with infernal creatures. Soulbound Scholars are often knowledge whenever possible.
focused, detached, and driven by their pursuit of 5 I find solace in books and knowledge, preferring their
knowledge. company over that of others.
6 I am haunted by the horrors I’ve witnessed in Hell, often
Skill Proficiencies: Arcana, History lost in nightmares and dark thoughts.
Tool Proficiencies: None 7 I have a dark sense of humor, finding amusement in the
Languages: Choose two languages from Abyssal, irony and absurdity of the infernal realms.
Infernal, Celestial, or Deep Speech. 8 I am relentless in my pursuit of the truth, refusing to accept
Equipment: A set of common clothes, a writing kit anything at face value.
(including ink, quills, parchment, and a small journal), a
trinket related to your studies, a small pouch containing
d6 Ideal
10 gp.
1 Knowledge. The pursuit of knowledge is paramount, even if
Feature: Lore of the Infernal it means risking everything. (Neutral)
As a Soulbound Scholar, you have dedicated your life to 2 Redemption. I seek to understand the torments of Hell to
studying the depths of Hell and the intricacies of its find a way to save souls from eternal damnation. (Good)
torments. Your relentless pursuit of knowledge about 3 Power. Knowledge is power, and I will use it to gain influence
the infernal realms, their denizens, and the various and control over infernal forces. (Evil)
punishments that await souls has granted you a wealth 4 Balance. The forces of Hell must be understood and kept in
of information and insight. You are well-versed in the check to maintain equilibrium in the universe. (Lawful)
lore and legends of Hell, possessing a deep 5 Curiosity. I am driven by an insatiable curiosity, always
understanding of its history, hierarchy, and unique seeking new experiences and discoveries. (Chaotic)
properties. 6 Acceptance. Hell is an inevitable part of existence, and
You have advantage on Intelligence (Arcana) checks understanding it helps me accept the world’s inherent
made to recall information about demons, devils, and darkness. (Neutral)
other infernal creatures. Additionally, when interacting
with creatures native to Hell, you can use your d6 Bond
knowledge to attempt to gain advantage on Charisma- 1 I made a pact with an infernal being to gain access to
based ability checks involving persuasion, intimidation, forbidden knowledge.
or deception. 2 My family was affected by a terrible event related to Hell,
and I seek to uncover the truth behind it.
Suggested Characteristics 3 I am determined to write the definitive tome on Hell,
documenting its horrors for future generations.
Soulbound Scholars are typically driven individuals, 4 I owe a debt to a powerful being from Hell and must fulfill a
consumed by their desire to understand the mysteries of favor in return.
Hell. They tend to be studious, analytical, and often have 5 My mentor, a renowned scholar of Hell, disappeared under
a certain detachment from emotions, focusing instead mysterious circumstances, and I am determined to find
on the pursuit of knowledge. However, each Soulbound them.
Scholar is unique, and their experiences in the infernal 6 I lost a loved one to the torments of Hell and will do
realms can shape their personality and motivations. anything to rescue their soul.

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d6 Flaw d8 Personality Trait
1 I can become lost in my studies, neglecting personal 1 I am fascinated by the inner workings of infernal machinery
relationships and the world around me. and often find myself lost in thought, pondering new
2 I am willing to take great risks to obtain forbidden possibilities.
knowledge, even if it endangers myself or others. 2 I take great pride in my craftsmanship and insist on
3 I struggle to relate to others and often come across as aloof perfection in every creation I make.
or socially awkward. 3 I am suspicious of others and constantly worry that
4 My obsession with Hell and its secrets can lead me to someone might steal or misuse my infernal creations.
disregard the consequences of my actions. 4 I am eager to share my knowledge with others and enjoy
5 I am haunted by the visions and nightmares that plague my teaching those who show an interest in infernal artifice.
mind after witnessing the horrors of Hell. 5 I have a mischievous streak and enjoy pranks and tricks
6 I am easily tempted by the promises of power and forbidden involving my infernal devices.
lore, making it difficult to resist darker influences. 6 I am consumed by curiosity and am constantly searching for
new artifacts or relics to study and understand.
2. Infernal Artificer 7 I am fiercely protective of my infernal creations and can
become enraged if someone mishandles or damages them.
Drawing upon the dark forces of Hell, you have become
8 I am haunted by the moral implications of my work and am
a master of infernal artifice. Through your skill in
constantly questioning the ethics of using infernal power.
crafting and manipulating infernal energy, you create
powerful artifacts that harness the essence of
damnation. With proficiency in Smith’s Tools and d6 Ideal
Tinker’s Tools, you have the ability to craft diabolical 1 Creation. I strive to unlock the potential of infernal artifice
devices and imbue them with otherworldly power. and create powerful artifacts that can reshape the world.
Your knowledge of infernal lore allows you to (Any)
decipher cryptic symbols, identify infernal artifacts, and 2 Ambition. I seek to amass power and influence through my
understand the workings of demonic creatures. As an infernal creations, using them as a means to control others.
Infernal Artificer, you walk the fine line between (Evil)
creation and destruction, wielding infernal energy for 3 Protection. I use my infernal artifice to safeguard others from
your own purposes while navigating the moral the dangers of the infernal realms. (Good)
complexities of your craft. 4 Curiosity. I am driven by an insatiable curiosity to explore the
mysteries of the infernal realms and uncover hidden
Skill Proficiencies: Arcana, Investigation knowledge. (Neutral)
Tool Proficiencies: One type of artisan’s tools of your 5 Balance. I believe in utilizing infernal power responsibly,
choice finding harmony between its destructive potential and its
Languages: Infernal, one other of your choice constructive applications. (Lawful)
Equipment: A set of artisan’s tools (of your choice), a set 6 Chaos. I embrace the chaotic nature of infernal energy and
of traveler’s clothes, a pouch containing 10 gold pieces, delight in causing mayhem and destruction with my
and a small trinket of infernal origin. creations. (Chaotic)
Feature: Infernal Craftsmanship
Your mastery of infernal arts grants you the ability to d6 Bond
harness the powers of Hell in your creations. You have 1 I have a deep connection with an infernal entity, and I
learned to channel infernal energy into mundane believe they guide my work and grant me inspiration.
objects, imbuing them with otherworldly properties. 2 My infernal creations are a testament to the memory of a
When you have access to appropriate tools and loved one who was lost to the infernal realms.
materials, you can spend 1 hour and 10 gold pieces to 3 I seek to redeem myself for a past mistake by using my
create a single Infernal Artifice. The Infernal Artifice infernal artifice to combat the forces of evil.
functions as a common magical item, with the DM’s 4 I am part of a secret society or organization that specializes
approval. in infernal artifice, and I am dedicated to advancing its
goals.
Suggested Characteristics 5 The knowledge and power I gain through my infernal
Infernal Artificers are known for their ingenuity and creations are resources that I can use to protect and
their unique relationship with the forces of Hell. They support my family or community.
are often driven by a desire to unlock the secrets of 6 I am constantly searching for a specific infernal artifact or
infernal power or to twist it for their own purposes. relic that I believe holds the key to unlocking untold power.
Their personalities can vary greatly, ranging from those
who are benevolent and seek to protect others from the
infernal forces to those who are driven by ambition and
a thirst for power.

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d6 Flaw Sample Infernal Artifice
1 I am obsessed with my infernal creations and often neglect When you create an Infernal Artifice, you may roll on
basic needs like eating and sleeping. the table below to determine its nature:
2 I am easily tempted by the allure of infernal power and find
it difficult to resist using it for personal gain. d8 Infernal Artifice
3 I am distrustful of others and often suspect that they want 1 Infernal Cogwheel. A small mechanical cog infused with
to steal my designs or sabotage my work. infernal energy. When attached to a mundane device, it
4 I am prone to fits of madness, brought on by exposure to grants advantage on a specific skill check related to its
infernal energy or the pressures of my work. function.
5 I am haunted by nightmares of the infernal realms and am 2 Hellfire Amulet. An amulet adorned with a fiery gemstone.
plagued by vivid visions of my own damnation. When worn, it grants resistance to fire damage.
6 I am so focused on my work that I often forget about the 3 Soulbound Key. A key that can open infernal locks and wards.
consequences of my actions, causing unintended harm to It has a chance of unlocking or disabling infernal traps.
others. 4 Tormentor’s Whispers. A small, obsidian orb that emits
whispers in Infernal. It can cast the Message spell at will,
targeting creatures that understand Infernal.
5 Shadowed Gauntlet. A black, leather gauntlet that grants
advantage on Dexterity (Sleight of Hand) checks when
attempting to pick locks or disarm traps.
6 Abyssal Lens. A crystal lens that allows the user to see
through magical darkness and gain darkvision up to a range
of 60 feet.
7 Inferno Blade Oil. A vial of oily substance that can be applied
to a weapon. It causes the weapon to deal an additional 1d6
fire damage on a hit for one minute.
8 Infernal Grappling Hook. A grappling hook infused with
infernal magic. It has an additional 30-foot length of
magically unbreakable chain.

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3. Lost Soul d6 Ideal
1 Survival: My only goal is to stay alive and find a way out of
You are a wanderer who has traversed the forsaken this infernal nightmare. (Neutral)
landscapes of Hell, cursed to roam its desolate realms. 2 Redemption: I am determined to find a way to redeem
As a Lost Soul, you have endured unimaginable torment myself and escape the eternal torment of Hell. (Good)
and have become hardened by your experiences. 3 Vengeance: Those who wronged me will pay, and I will make
sure they suffer as I have. (Evil)
Skill Proficiencies: Survival, Perception 4 Endurance: I will endure any hardship and overcome any
Tool Proficiencies: None obstacle to prove my strength. (Lawful)
Languages: One of your choice 5 Freedom: I will not be shackled by the chains of Hell. I seek
Equipment: A tattered cloak, a small pouch containing freedom above all else. (Chaotic)
10 gold pieces, a token from your former life, a set of 6 Acceptance: I have come to terms with my fate and embrace
traveler’s clothes, and a belt pouch. the eternal damnation that awaits me. (Neutral)

Feature: Infernal Resilience d6 Bond


Your time spent surviving in the hellscape has granted 1 I am driven by a burning desire to find a way to save the
you a certain resilience and a keen instinct for danger. souls trapped in Hell.
You have an uncanny ability to detect hidden threats 2 I carry the guilt of a past mistake that led me to my
and navigate treacherous terrains. When traveling damnation, and I seek a way to make amends.
through hazardous terrain or when you make a Wisdom 3 The memory of a loved one gives me strength and hope in
(Survival) check to track creatures or navigate difficult this desolate realm.
terrain, you are considered proficient in the Survival 4 I am part of a group of Lost Souls, and we have formed a
skill and add double your proficiency bonus to the bond of camaraderie and mutual survival.
check. 5 I hold on to a glimmer of hope, a prophecy or legend that
promises a way out of Hell, and I will see it fulfilled.
6 I am convinced that my suffering has a purpose, and I seek
Suggested Characteristics to uncover the greater plan behind it all.
Lost Souls vary greatly in their demeanor and outlook
on life, but they often possess a certain ruggedness and
a touch of cynicism, shaped by their experiences in the d6 Flaw
depths of Hell. Use the tables for the Acolyte 1 I am haunted by nightmares of my past sins, and they often
background as a starting point, modifying them to fit the cloud my judgment.
theme and flavor of a Lost Soul. 2 I am fiercely independent and struggle to trust others, as I
have been betrayed too many times before.
3 I have grown callous and indifferent to the suffering of
others, for I have seen far worse in Hell.
d6 Personality Trait 4 I am haunted by the faces of those I failed to save,
1 I am haunted by the screams and torments of Hell, and it tormented by the belief that I could have done more.
has made me taciturn and introspective. 5 The horrors of Hell have left me emotionally scarred, and I
2 I have witnessed the true face of despair and suffering, and have difficulty forming meaningful connections.
now I strive to bring hope to others. 6 I am consumed by an insatiable hunger for power, willing to
3 I am quick to find fault in others, as I have seen the depths do anything to gain an advantage and survive.
of depravity that souls are capable of sinking to.
4 I am constantly on edge, expecting betrayal and danger at
every turn.
5 I find solace in the quiet solitude of desolate places, for they
remind me of the emptiness within my own soul.
6 I have a grim sense of humor, finding irony and dark
amusement in the direst of situations.

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4. Sin Eater d8 Personality Trait
1 I am haunted by the sins I have absorbed and constantly
You have dedicated your life to absolving the sins of seek my own redemption.
others, offering them a chance at redemption within the 2 I am empathetic and have a deep understanding of the
fiery depths of Hell. Whether driven by a personal quest struggles of others.
for atonement or a genuine desire to help others, you 3 I speak softly and choose my words carefully, aiming to
have taken on the burden of carrying the weight of their provide comfort and solace.
transgressions. Your ability to empathize with the 4 I am unyielding in my pursuit of absolution and refuse to
darkest aspects of humanity sets you apart from others give up on those who have sinned.
who fear the touch of sin. 5 I am burdened by guilt and take personal responsibility for
the sins of others.
Skill Proficiencies: Insight, Medicine 6 I am calm and composed even in the face of the most
Tool Proficiencies: None heinous acts.
Languages: One of your choice 7 I am driven by a deep-seated desire to see the good in
Equipment: A set of common clothes, a holy symbol, a everyone, no matter their past actions.
small vial of holy water, a pouch containing 10 gp 8 I am tormented by visions of the sins I have absorbed, often
Feature: Sin Absolution struggling to sleep at night.
Your unique ability allows you to absorb the sins of d6 Ideal
others, offering temporary relief and redemption. When 1 Redemption. Everyone deserves a chance at forgiveness and
you touch a willing creature, you can use your action to redemption.
absorb their sins. This process lasts for 1 minute, 2 Atonement. Through the absolution of sins, we can find true
during which the target is relieved of their guilt and inner peace.
experiences a sense of catharsis. Once you have used 3 Compassion. I will always show empathy and understanding
this feature, you must complete a long rest before you to those burdened by guilt.
can use it again. 4 Justice. Those who commit heinous acts must face the
Suggested Characteristics consequences of their actions.
5 Sacrifice. I am willing to carry the sins of others, even at
Sin Eaters are driven by their quest to absolve the sins
great personal cost.
of others and offer them a chance at redemption. They
6 Healing. My purpose is to heal the souls of the damned and
often carry a heavy emotional burden and are willing to
bring light to the darkest places.
confront the darkest aspects of humanity. Here are
some suggested characteristics for a Sin Eater: d6 Bond
1 I have a mentor who guided me on the path of becoming a
Sin Eater.
2 I carry a sacred relic that serves as a reminder of the sins I
have absolved.
3 I am devoted to a religious order that upholds the principles
of redemption.
4 I seek to absolve the sins of a loved one who is trapped in
Hell.
5 I am haunted by the memory of a sin I was unable to
absolve.
6 I am driven to prove that even the most damned souls can
be redeemed.

d6 Flaw
1 I am overly self-critical and find it difficult to forgive myself
for past mistakes.
2 I struggle to see the good in those who have committed
heinous acts.
3 I am so focused on absolving the sins of others that I
neglect my own well-being.
4 I am haunted by the sins I have absorbed, leading to bouts
of depression and despair.
5 I am prone to taking unnecessary risks to prove the
redeemable nature of others.
6 I am judgmental of those who have not witnessed the
depths of sin I have seen.

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5. Hellfire Gladiator
Hellfire Gladiators are warriors who have willingly
entered the infernal arenas of Hell to fight for glory,
survival, or even the chance of redemption. They come
from various backgrounds and have found themselves
drawn into the brutal world of gladiatorial combat.
Trained in deadly fighting techniques and armed with a
variety of weapons, they entertain the denizens of Hell
and visitors alike, battling both for their own survival
and the adoration of the crowd.

Skill Proficiencies: Athletics, Performance


Tool Proficiencies: Choose one type of gaming set or
musical instrument
Languages: Infernal, one other of your choice
Equipment: A set of gladiator’s armor, a trident or net
(choose one), a gaming set or musical instrument of
your choice, a small trinket from a fan, and a belt pouch
containing 15 gold pieces.

Feature: Arena Fame


Your skill and showmanship in the infernal arenas have
garnered you a degree of fame and recognition. People
who are fans of gladiatorial combat or residents of Hell
might recognize you and treat you with respect or awe.
However, your notoriety may also attract unwanted
attention from rivals or enemies. Additionally, you can
gain free access to some gladiatorial events or receive
discounts when attending such spectacles.

Suggested Characteristics
Hellfire Gladiators are known for their boldness,
competitiveness, and flair for showmanship. They
possess a wide range of personalities, but they often
share a deep passion for combat and the desire to
entertain the crowds. Here are some suggested
characteristics for a Hellfire Gladiator:

d8 Personality Trait
1 I relish the thrill of combat and always seek new challenges.
2 I am fiercely competitive and strive to outshine my fellow
gladiators.
3 I entertain others with grand gestures and boastful tales of
my victories.
4 I am surprisingly humble and show great respect to those
who have earned it.
5 I have a fiery temper and can be easily provoked.
6 I am haunted by the memories of gladiatorial combat and
sometimes suffer from nightmares.
7 I am deeply introspective and ponder the philosophical
implications of violence and suffering.
8 I find solace in the company of my fellow gladiators,
bonding over our shared experiences and struggles.
d6 Ideal Feature: Infernal Pact
1 Mastery. I seek to become the greatest gladiator, mastering You have forged a pact with a devilish entity, granting
every weapon and fighting style. you access to infernal magic and providing you with a
2 Glory. I fight for the thrill of victory and the adoration of the warlock spellcasting ability. The entity you made the
crowd. pact with might be a powerful devil, an infernal
3 Redemption. I fight to redeem myself for past mistakes and archfiend, or a cunning fiendish entity. Consult your
seek a chance at a new life. Dungeon Master to determine the specifics of your pact.
4 Loyalty. I am loyal to my fellow gladiators and would do
anything to protect them.
5 Freedom. I fight to earn my freedom from the chains of the Suggested Characteristics
arenas and the oppressive rule of Hell. Pactbound Agents are complex individuals, torn
6 Justice. I fight to bring justice to the corrupt and powerful between their desire for power and the consequences of
forces within Hell. their pact. They often possess a dark charisma, using
their charm and infernal magic to deceive others.
d6 Bond d8 Personality Trait
1 I fight to support my family or loved ones, providing for 1 I have an unsettling aura that unnerves those around me.
their needs and ensuring their safety. 2 I speak in hushed whispers, as if constantly sharing secrets.
2 I have a deep bond with a fellow gladiator, and we support 3 I have a fiendish sense of humor, finding amusement in the
each other in and out of the arenas. suffering of others.
3 I fight to honor the memory of a fallen comrade, vowing to 4 I always seem to have a mysterious and captivating smile.
avenge their death. 5 I am fascinated by the occult and enjoy discussing infernal
4 I fight for the liberation of other enslaved gladiators, seeking lore.
to overthrow the oppressive system. 6 I have an uncanny ability to blend into shadows and go
5 I fight to prove my worth to a powerful figure in Hell, hoping unnoticed.
to gain their favor or earn a boon. 7 I find solace in solitude and often contemplate the nature of
6 I fight to reclaim a lost artifact or weapon that holds my pact.
personal significance to me. 8 I exude an air of confidence and superiority, looking down
on those who are weaker.
d6 Flaw
d6 Ideal
1 I am easily swayed by flattery and often fall victim to
1 Power. I seek to increase my own power and influence
manipulation.
through my infernal pact.
2 I have a tendency to show off and take unnecessary risks,
2 Knowledge. I strive to uncover hidden secrets and forbidden
endangering myself and others.
knowledge.
3 I struggle with an addiction to the adoration and attention
3 Ambition. I have grand ambitions and will stop at nothing to
of the crowd.
achieve them.
4 I despise authority figures and often rebel against their
4 Freedom. I yearn to break free from the shackles of my pact
commands or expectations.
and regain my independence.
5 I hold a grudge against an individual or group and seek
5 Revenge. I seek vengeance against those who wronged me,
vengeance at any opportunity.
using my infernal powers to exact my retribution.
6 I have a fear of failure and will go to extreme lengths to
6 Corruption. I am drawn to the darker aspects of my pact,
avoid being seen as weak or inadequate.
embracing the temptations of evil.

6. Pactbound Agent d6 Bond


You have made a pact with a devilish entity, willingly 1 I made my pact to protect someone I hold dear, and I will do
exchanging a piece of your soul for otherworldly power. anything to keep them safe.
As a Pactbound Agent, you are both servant and wielder 2 My infernal patron holds a piece of my soul, and I must
of infernal magic. Your pact has granted you a unique complete certain tasks to regain my freedom.
set of skills and a connection to the depths of Hell. 3 I seek to uncover the truth behind my patron’s hidden
agenda and the true nature of our pact.
Skill Proficiencies: Deception, Arcana 4 I owe a life debt to a powerful devil or fiend, and I am bound
Tool Proficiencies: Choose one type of artisan’s tools or to fulfill their commands.
one musical instrument. 5 My pact is a means to an end, a stepping stone toward
Languages: Infernal, one other of your choice achieving a greater goal or fulfilling a prophecy.
Equipment: A set of artisan’s tools or one musical 6 I am part of an infernal organization that wields influence
instrument (of your choice), a set of fine clothes and a and power, and I am loyal to their cause.
pouch containing 15 gold pieces.

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d6 Flaw d8 Personality Trait
1 I am constantly tempted to use my infernal powers for 1 I often lose myself in my art, losing track of time and
personal gain, regardless of the consequences. neglecting basic needs.
2 I am haunted by the screams and torments of those whose 2 My emotions are intense and ever-present, fueling my
souls have been damned by my patron. creative process.
3 I find it difficult to trust others, believing that everyone has 3 I am drawn to the dark and macabre, finding beauty in the
their own hidden agenda. most unsettling subjects.
4 I am paranoid that my patron will discover a way to claim 4 My art is my sanctuary, a way to escape the horrors of the
my soul entirely and condemn me to eternal torment. world.
5 I have a crippling fear of the consequences that await me 5 I am highly sensitive to criticism, often taking it to heart and
when my pact comes to an end. dwelling on it.
6 I am unable to resist the allure of forbidden knowledge and 6 I see the world through a different lens, finding inspiration
will risk everything to acquire it. in the most unlikely places.
7 I struggle with perfectionism, constantly seeking to create
the perfect masterpiece.
8 My art reflects my inner turmoil, a visual representation of
7. Tortured Artist my personal demons.
You are an artist whose works are born from a deep
understanding of pain and torment. Your creations d6 Ideal
captivate audiences with their haunting beauty, evoking 1 Beauty: I believe that art has the power to heal and bring
the essence of Hell itself. beauty even in the darkest places.
2 Freedom: Art should be unrestricted, breaking societal
Skill Proficiencies: Performance, Insight
norms and challenging conventions.
Tool Proficiencies: One type of artisan’s tools
3 Truth: My art is a medium for expressing the harsh realities
Languages: Any one of your choice
of life and exposing hidden truths.
Equipment: A set of artisan’s tools (of your choice), a
4 Redemption: I seek redemption and solace through my art,
musical instrument (of your choice), a costume (dark
hoping to inspire others to do the same.
and dramatic), a piece of artwork depicting despair, a
5 Catharsis: My art is a release for my own pain and suffering,
pouch containing 10 gold pieces
allowing me to find peace within.
6 Legacy: I strive to leave a lasting legacy through my art,
ensuring that my name lives on beyond death.
Feature: Haunting Artistry
Your artwork carries an otherworldly quality, leaving a
d6 Bond
lasting impression on those who behold it. Whenever
1 My art is dedicated to someone I love who is trapped in
you create a work of art, whether it be a painting,
Hell, and I create to keep their memory alive.
sculpture, or performance, you can use it to create a
2 The Muses of Hell have granted me inspiration, and I am
profound impact on others. You have advantage on
bound to create art that honors their infernal influence.
Charisma (Performance) checks and Charisma
3 I am driven to create a masterpiece that captures the
(Persuasion) checks when your art is the focal point of
essence of Hell and reveals its true nature to the world.
the interaction.
4 My art is a reflection of my soul, and I believe that by
sharing it, I can forge connections with others.
5 I seek to prove that beauty can be found in even the darkest
Suggested Characteristics corners of existence through my art.
A Tortured Artist background suggests a character who 6 My art holds a hidden message or secret, and I am
is deeply connected to their emotions, using their art to determined to uncover the truth behind its enigmatic
express their inner turmoil. Here are some suggested meaning.
characteristics:

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d6 Flaw
1 I am prone to melancholy and bouts of depression, which Feature: Infernal Heritage
can hinder my ability to create. You have a deep connection to the infernal realms,
2 I am easily distracted by new ideas, often abandoning granting you knowledge and insights tied to your cursed
unfinished projects in my pursuit of inspiration. bloodline. You can call upon your infernal heritage to
3 My obsession with my art makes it difficult for me to form gain advantage on Charisma (Persuasion) checks when
and maintain meaningful relationships. dealing with creatures tied to Hell or those aware of
4 I am envious of other artists and their talents, harboring a your lineage.
deep-seated jealousy within me.
5 I struggle with self-doubt, constantly questioning the worth
and meaning of my own creations. Suggested Characteristics
6 I am willing to go to extreme lengths and take risks in the A Cursed Heir often grapples with the weight of their
name of creating the perfect masterpiece. lineage and the temptations associated with their
infernal connection. Use the tables below as inspiration,
modifying or rolling randomly to determine your
8. Cursed Heir character’s traits, ideals, bonds, and flaws.
You are an heir to a bloodline cursed by infernal forces,
forever tied to the realms of Hell. Whether through a d8 Personality Trait
pact made by your ancestors or a dark secret buried 1 Confident
within your lineage, you bear the weight of their 2 Ambitious
transgressions and the burden of breaking the cycle. 3 Reserved
Your connection to Hell grants you unique insights and 4 Curious
abilities, but it also brings forth challenges and 5 Charismatic
temptations that test your resolve. 6 Meticulous
7 Enigmatic
Skill Proficiencies: History, Persuasion 8 Eloquent
Tool Proficiencies: One type of gaming set or musical
instrument d6 Ideal
Languages: One of your choice 1 Redemption. I seek to break the curse that plagues my
Equipment: A signet ring or other family heirloom, a set bloodline.
of fine clothes, a gaming set or a musical instrument of 2 Power. I will harness the infernal connection to achieve
your choice, a pouch containing 15 gp greatness.
3 Legacy. I strive to restore honor and dignity to my family
name.
4 Freedom. I will not be controlled by the demons of my
lineage.
5 Sacrifice. I am willing to endure any hardship to protect
those I care about.
6 Vengeance. I seek retribution against those who brought
this curse upon us.

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d6 Bond Suggested Characteristics
1 I am determined to find a way to lift the curse and save my Infernal Investigators are driven by a strong sense of
family. justice and an unwavering commitment to uncovering
2 I have a close relationship with a devil who has taken an the truth. They possess a sharp mind and an unyielding
interest in my bloodline. determination to bring order to the chaotic realm of
3 I am bound by honor to carry out a specific task or mission Hell. Use the following tables to determine your
for my family. character’s personality traits, ideals, bonds, and flaws,
4 I seek guidance from a powerful ancestor who once or choose ones that best fit your concept.
succumbed to the curse.
5 I will protect the secrets of my family’s infernal dealings at
any cost. d8 Personality Trait
6 I am driven to prove that there is goodness and redemption 1 I am methodical and meticulous in my investigations,
within my cursed bloodline. leaving no stone unturned.
2 I have a cynical outlook on life and trust very few individuals,
d6 Flaw especially those from Hell.
1 I am constantly haunted by dark visions of my family’s past. 3 I am haunted by the sins I have witnessed and seek to bring
2 I am easily tempted by the promises of power and forbidden justice to the damned.
knowledge. 4 I have a dark sense of humor, finding amusement in the
3 I struggle with trust, always suspicious of others’ motives. absurdity of Hell.
4 I feel an overwhelming sense of guilt for the sins committed 5 I am driven by an insatiable curiosity, always seeking to
by my ancestors. uncover hidden knowledge.
5 I am secretive and reluctant to reveal the truth about my 6 I am intensely focused and become obsessive when
heritage. pursuing a lead or solving a case.
6 I am consumed by pride and will not tolerate insults or 7 I am calm and composed even in the face of danger, relying
disrespect. on logic and reason to guide me.
8 I have a sixth sense for danger and can quickly assess
threats in any given situation.

9. Infernal Investigator d6 Ideal


You are a seeker of justice in the infernal realms,
1 Justice. The guilty must be punished, and the innocent
determined to uncover the truth and bring wrongdoers
protected, no matter the cost.
to account for their sins. Your keen deductive skills and
2 Truth. I strive to uncover the hidden truths of Hell and
unwavering commitment to the pursuit of justice make
expose the lies that thrive within.
you a formidable force amidst the chaos of Hell.
3 Redemption. I believe that even in Hell, souls can find
Skill Proficiencies: Investigation, Insight redemption and be saved from eternal damnation.
Tool Proficiencies: Thieves’ Tools 4 Order. I work tirelessly to maintain order and bring structure
Languages: Infernal, one of your choice to the chaotic realms of Hell.
Equipment: A magnifying glass, a set of fine clothes, a 5 Vengeance. I seek to avenge those who have suffered at the
disguise kit, a pouch containing 25 gold pieces, a hands of the wicked, making wrongdoers pay for their sins.
notebook with records of past investigations 6 Survival. In Hell, one must do whatever it takes to survive,
even if it means compromising principles.

Feature: Infernal Insight


d6 Bond
Your experience as an Infernal Investigator has 1 I have a personal vendetta against a powerful devil who has
sharpened your instincts and granted you valuable evaded justice for far too long.
insights into the workings of Hell. You have an uncanny 2 The memory of a loved one who perished in Hell fuels my
ability to spot hidden details and decipher subtle clues. determination to bring justice to the damned.
When investigating a crime scene or searching for 3 I owe a debt to a powerful celestial being who guided me
hidden objects, you can add twice your proficiency out of the clutches of Hell.
bonus instead of the usual once, to your Investigation 4 I am part of a secret organization of investigators dedicated
checks. to maintaining balance in the infernal realms.
5 I have forged a pact with a devil to gain access to forbidden
knowledge and resources for my investigations.
6 I am bound by an ancient prophecy that foretells my role in
unraveling a great mystery in Hell.

NEW CHARACTER OPTIONS


169
d6 Flaw
5 I maintain a sense of superiority and entitlement, despite my
1 I am haunted by my failures and the cases I couldn’t solve,
fallen status, and look down on those I deem beneath me.
constantly second-guessing my own abilities.
6 I have a fascination with the infernal powers that surround
2 I am willing to bend the rules and break laws if it means
me, and I strive to understand and control them for my own
achieving my goals and bringing justice to Hell.
purposes.
3 My single-minded pursuit of justice can blind me to the
7 I am haunted by memories of my former life and constantly
perspectives and motivations of others.
strive to reclaim what I have lost.
4 I have a crippling fear of demons and other infernal
8 I am consumed by guilt for the actions that led to my
creatures, making it difficult to operate in Hell.
damnation and seek to make amends, even if it means
5 I struggle with trust issues and find it hard to form
sacrificing myself.
meaningful connections with others, even allies.
6 I am plagued by visions and nightmares of the atrocities I
have witnessed, often losing focus during investigations. d6 Ideal
1 Redemption. I seek to redeem myself and ascend from the
depths of Hell.
10. Damned Noble 2 Power. I will harness the infernal energies to rise to the
pinnacle of Hell.
You were once a member of a noble family who,
through a fateful event, found yourself damned to the 3 Vengeance. I will exact revenge on those who caused my
eternal torment of Hell. Despite your fallen status, you damnation.
retain the refinement and grace of your former life, even 4 Preservation. I will protect the innocent and prevent further
amidst the horrors that surround you. Whether you seek damnation.
redemption or wield your power for your own purposes, 5 Influence. I will use my connections and charm to
you navigate the infernal realms with a combination of manipulate others in Hell.
cunning, charm, and a touch of the damned. 6 Survival. I will do whatever it takes to endure and escape
Hell’s torment.
Skill Proficiencies: Persuasion, History
Tool Proficiencies: None
d6 Bond
Languages: Two of your choice
1 I hold on to a glimmer of hope that one day I will be freed
Equipment: Fine clothes, signet ring, a trinket
from Hell’s clutches.
representing your noble lineage, a set of common
2 I am loyal to my noble lineage and strive to preserve its
clothes, and a purse containing 15 gp
honor, even in Hell.
3 I have made a pact with a devilish entity, and I am bound to
Feature: Infernal Connections fulfill my end of the bargain.
4 I have formed a deep connection with another Damned
Your noble lineage grants you certain privileges and
Noble, and we watch out for each other.
connections, even in the depths of Hell. You can call
5 I seek to uncover the truth behind the event that damned
upon these connections to gain an audience with
me, no matter the cost.
influential figures or receive aid from other Damned
6 I am haunted by the memories of a loved one who suffered
Nobles who recognize your fallen status.
because of my actions.
Suggested Characteristics
Damned Nobles often possess a mix of their former d6 Flaw
noble traits and a dark, twisted side acquired from their 1 I am consumed by an insatiable desire for power and will do
time in Hell. They may be driven by a desire for anything to obtain it.
redemption, power, or vengeance. Use the following 2 I find it difficult to trust others, believing that betrayal lurks
tables to determine your character’s personality traits, around every corner.
ideals, bonds, and flaws. 3 I am tormented by nightmares and visions that constantly
remind me of my damnation.
d8 Personality Trait 4 I am quick to anger and often lose control, unleashing my
1 I maintain a calm and composed demeanor, even in the face fury upon unsuspecting targets.
of the most horrific ordeals. 5 I am haunted by the voices of the damned, whispering dark
2 I am highly perceptive, always alert to the dangers and secrets and tempting me to embrace the infernal powers.
subtleties of the infernal realms. 6 I have an intense fear of being forgotten and will go to great
3 I possess a biting wit and use it to mask the pain and lengths to ensure my name is remembered.
bitterness that resides within me.
4 I am fiercely protective of those who are still alive and seek
to shield them from the terrors of Hell.

NEW CHARACTER OPTIONS


170
Chapter IV: The Infernal Bestiary

Abandon all hope, ye who enter here…

i
n the darkest recesses of the world lies
a realm of terror and torment, where the
vilest of souls are condemned to suffer for
eternity. This abominable place is none other
than Hell. Within this realm of damnation,
countless malevolent beings lurk, each Welcome, brave reader, to the
embodying the twisted nature of sin and Infernal Bestiary, a chapter of
representing the depths of human depravity. the Infernal Tome that seeks to
Campaign in Hell can serve as a chilling illuminate the grotesque denizens
portrayal of the afterlife, a descent through
that dwell within Hell.
the nine circles of Hell, each representing a specific sin
and its corresponding punishment. It is a journey that
reveals the intricate tapestry of suffering and Prepare to face unspeakable
retribution, where lost souls endure eternal torment in horrors, for the Infernal Bestiary
the most unfathomable ways imaginable. will expose the vilest creatures
But within the pages of this final chapter, we explore spawned from the darkest corners
the monstrous denizens that lurk in the shadowy of the human soul.
recesses of the infernal realms. From the damned souls
transformed into grotesque abominations to the
demonic entities that administer their punishments, this
compendium of horrors offers a glimpse into the
macabre ecosystem that thrives within the boundaries
of Hell.

INFERNAL BESTIARY
171
Malevolent Imps

i
mps, the diminutive fiends of infernal These impish creatures revel in spreading chaos and
origin, embody the essence of mischief and tormenting souls. Their penchant for trickery is
malevolence. These mischievous creatures legendary, as they excel in deceiving and misleading
are often found scurrying through the both mortals and other creatures alike. Often acting as
deepest recesses of Hell, ever eager to carry spies or scouts for more powerful denizens of the
out the dark bidding of more powerful underworld, they use their diminutive size and nimble
infernal beings. Though individually weak movements to infiltrate and gather information,
and physically unimposing, their collective relishing in the suffering and despair they sow along the
presence and cunning nature make them a way.
constant threat to unsuspecting adventurers
who dare to venture into the infernal realms. Though individually weak combatants, their sheer
numbers and their ability to coordinate with one
Imps typically stand no taller than a human child, their another make them a formidable force. Imps employ hit-
wiry frames adorned with grotesque features and and-run tactics, darting in and out of combat, harrying
twisted horns protruding from their heads. Their beady, opponents with swift strikes and distracting maneuvers.
malevolent eyes burn with an unsettling intensity, Their agility and knack for mischief allow them to
reflecting their insatiable thirst for chaos and disrupt the flow of battle, undermining the morale and
destruction. Possessing limited magical abilities, they resolve of those who stand against them.
can manipulate fire and darkness, conjuring flames and
shadows to sow fear and confusion among their foes. Beware the impish horde, for they are relentless in their
pursuit of chaos and their unyielding commitment to
their infernal masters. Any encounter with these
malevolent creatures demands caution and vigilance, as
their twisted minds and dark magic pose a threat that
far exceeds their small stature.

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172
Pestilent Imp
Pestilent Imps are diminutive fiends that revel in chaos and spread disease wherever they go. These mischievous
creatures are often found skulking in the dark corners of the lower planes, seeking opportunities to sow discord and
inflict suffering upon unsuspecting victims. With their agile movements and venomous stingers, Pestilent Imps strike
fear into the hearts of those unfortunate enough to cross their path.

Pestilent Imp
Tiny fiend, chaotic evil

Armor Class: 13
Hit Points: 27 (6d6 + 6)
Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 14 (+2)

Skills: Stealth +5, Perception +2


Damage Resistances: Poison
Damage Immunities: Fire
Condition Immunities: Poisoned
Senses: darkvision 60 ft., passive Perception 12
Languages: Infernal
Challenge: 1 (200 XP)

Fiendish Fortitude. The imp has advantage on saving


throws against being poisoned.

Infernal Nature. The imp’s attacks are considered


magical.

Pack Tactics. The imp has advantage on attack rolls


against a creature if at least one of the imp’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.

Stinging Tail. If a creature is hit by the imp’s stinger


attack, the target must make a DC 11 Constitution
saving throw or become poisoned for 1 minute. The
poisoned target can repeat the saving throw at the end
of each of its turns, ending the effect on a success.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one


creature. Hit: 5 (1d4 + 3) piercing damage.

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173
Blighted Imp
Blighted imps are mischievous and malevolent fiends that delight in spreading chaos and destruction wherever they
go. Born from the depths of the Abyss, these impish creatures are infused with infernal fire, granting them the ability to
manipulate and harness flames to their advantage. With their cunning and fiery nature, blighted imps make formidable
adversaries, particularly in environments where fire is abundant.

Blighted Imp Fiery Presence. Any creature that starts its turn within 5 feet
of the blighted imp takes 5 (2d4) fire damage.
Small fiend, chaotic evil
Pack Tactics. The blighted imp has advantage on attack rolls
Armor Class 16 (natural armor) against a creature if at least one of its allies is within 5 feet
Hit Points 45 (6d6 + 24) of the creature and the ally isn’t incapacitated.
Speed 30 ft., fly 30 ft.
Spellcasting. The blighted imp is a 3rd-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to
STR DEX CON INT WIS CHA hit with spell attacks). The blighted imp has the following
8 (-1) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 11 (+0) wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion
Skills Perception +3, Stealth +5 1st level (3 slots): burning hands, charm person, shield
Damage Resistances Poison Actions
Damage Immunities Fire
Condition Immunities Poisoned Multiattack. The imp makes two Fiery Claw attacks.
Senses Darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, Infernal Fiery Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge 4 (200 XP) target. Hit: 5 (1d4 + 3) slashing damage plus 7 (2d6) fire
damage.
Infernal Camouflage. The blighted imp has advantage on Fiery Burst (Recharge 6). The blighted imp releases a burst of
Dexterity (Stealth) checks made to hide in fiery fiery energy in a 10-foot radius. Each creature in that area
environments. must make a DC 14 Dexterity saving throw, taking 14 (4d6)
fire damage on a failed save, or half as much damage on a
successful one.

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Imp of Impersonation
The Imp of Impersonation is a cunning and devious Imp of Impersonation
creature that revels in assuming the forms of other Small fiend, chaotic evil
beings. Its natural form is that of a small, bat-winged
fiend, but it possesses the ability to morph into various Armor Class 12 (natural armor)
humanoid shapes. This fiendish trickster is known for Hit Points 45 (10d6 + 10)
its deceptive nature and its knack for infiltrating
Speed 30 ft., fly 40 ft.
unsuspecting groups, sowing chaos and discord from
within.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 18 (+4)

Skills Deception +6, Sleight of Hand +6


Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks that
aren’t silvered
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 3 (700 XP)

Shapechanger. The imp can use its action to polymorph


into a Small or Medium humanoid or back into its true
form. Its statistics are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.

Innate Spellcasting. The imp’s spellcasting ability is


Charisma (spell save DC 14). The imp can innately cast
the following spells, requiring no material components:
At will: disguise self, minor illusion (can only create
sounds)

Sneak Attack. Once per turn, the imp deals an extra 7


(2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target
is within 5 feet of an ally of the imp that isn’t
incapacitated and the imp doesn’t have disadvantage on
the attack roll.
Actions
Multiattack. The imp makes two attacks: one with its
bite and one with its stinger.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6)
poison damage. The target must succeed on a DC 12
Constitution saving throw or become poisoned for 1
minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6)
poison damage. The target must succeed on a DC 12
Constitution saving throw or become poisoned for 1
minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

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175
Ravenous Imp Ravenous Imp
Ravenous imps are mischievous and malevolent fiends Small fiend, chaotic evil
that delight in causing chaos and tormenting mortals.
Standing only a foot tall, these tiny creatures possess a Armor Class 13
devilish charm that masks their wicked intentions. With Hit Points 22 (4d4 + 8)
their small, bat-like wings and sharp, stinger-tipped Speed 30 ft., fly 30 ft.
tails, they flit about with unparalleled agility, spreading
fear and mayhem wherever they go. STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

Skills Stealth +5
Damage Resistances cold, fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Infernal, understands Common but can’t
speak
Challenge 2 (450 XP)

Infernal Nature. The imp can’t be compelled to act in a


manner contrary to its nature or instructions unless a
superior power commands it.

Shapechanger. The imp can use its action to polymorph


into a beast form that resembles a small bat or a rat, or
back into its true form. Its statistics are the same in
each form, except for the speed changes noted. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.

Flyby. The imp doesn’t provoke an opportunity attack


when it flies out of an enemy’s reach.

Magic Resistance. The imp has advantage on saving


throws against spells and other magical effects.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage, and the target
must make a DC 12 Constitution saving throw, taking 10
(3d6) psychic damage on a failed save, or half as much
damage on a successful one.

Invisibility (1/day). The imp magically turns invisible until


it attacks or until its concentration ends (as if
concentrating on a spell). Any equipment the imp wears
or carries is invisible with it.

Summon Demon (1/Day). The imp attempts to magically


summon a dretch with a 30% chance of success. The
summoned demon appears in an unoccupied space
within 60 feet of its summoner, acts as an ally of its
summoner, and can’t summon other demons. It
remains for 10 minutes, until it or its summoner dies, or
until its summoner dismisses it as an action.

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176
Shadows and Specters

w
ithin the depths of the infernal realm, Specters, on the other hand, are the tortured souls of
a host of eerie and otherworldly entities the damned, forever trapped in a state of anguish and
lurk, embodying the essence of darkness torment. They manifest as ethereal phantoms, their
and despair. This category, known as twisted forms reflecting the sins that led them astray in
Shadows and Specters, encompasses life. These sorrowful entities are bound to their past
haunting creatures that dwell in the transgressions, haunting the infernal landscape and
darkest corners of Hell. These eldritch seeking to inflict suffering upon any who cross their
beings are the embodiments of lost souls, path.
twisted by their sins and condemned to
eternally roam the abyss. Both Shadows and Specters draw power from the
depths of the infernal realm, feeding off the anguish and
Shadows, the ethereal remnants of those who despair that permeate their surroundings. They are
succumbed to their darkest vices, are elusive and often found lurking in the lower circles of Hell, where
stealthy creatures that blend seamlessly with the the darkness is at its most oppressive. These malevolent
darkness that surrounds them. They are shrouded in an entities are formidable adversaries, possessing
aura of foreboding, draining hope and sowing fear into supernatural abilities that can disrupt the minds and
the hearts of mortals. Shadows possess an uncanny souls of those unfortunate enough to confront them.
ability to manipulate the very essence of darkness,
granting them an advantage in striking from unseen Adventurers who dare to face the Shadows and
angles. Specters must steel their resolve and be prepared for
the psychological toll that comes with battling these
otherworldly terrors. Protection against their insidious
abilities and a source of light are crucial in fending off
their ethereal assaults. Even the most valiant warriors
and cunning spellcasters must exercise caution when
confronting these haunting entities, for the line between
reality and nightmare blurs within their presence.

INFERNAL BESTIARY
177
Tormenting Shadow Incorporeal Movement. The shadow can move through other
creatures and objects as if they were difficult terrain. It takes
Medium undead, neutral evil 5 (1d10) force damage if it ends its turn inside an object.

Armor Class 14 (natural armor) Shadowy Embrace. Whenever a creature starts its turn within
Hit Points 97 (13d8 + 39) 5 feet of the shadow, the creature takes 7 (2d6) necrotic
Speed 30 ft. damage.
Actions
STR DEX CON INT WIS CHA
Shadowy Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
8 (-1) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 14 (+2)
creature. Hit: 13 (3d8) necrotic damage, and the target’s
Strength score is reduced by 1d4. The target dies if this
Damage Resistances necrotic; bludgeoning, piercing, and reduces its Strength to 0. Otherwise, the reduction lasts
slashing from nonmagical attacks until the target finishes a short or long rest.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Shadowy Form. The shadow magically turns invisible until its
Senses darkvision 120 ft., passive Perception 11 concentration ends (as if concentrating on a spell). Any light
Languages Common level brighter than dim light within 10 feet of the shadow is
Challenge 5 (1,800 XP) reduced to dim light, and dim light within the same radius
is extinguished.
Shadow Stealth. While in dim light or darkness, the shadow Create Spawn (Recharge 6). A humanoid slain by the shadow
can take the Hide action as a bonus action.
rises 24 hours later as a shadow under the shadow’s
Sunlight Weakness. While in sunlight, the shadow has control, unless the humanoid is restored to life or its body is
disadvantage on attack rolls, ability checks, and saving destroyed. The shadow can have no more than twelve
throws. shadows under its control at one time.

Shadow Glide. The shadow can move through other


creatures and objects as if they were difficult terrain. It takes
5 (1d10) force damage if it ends its turn inside an object.

Tormenting Shadow
The Tormenting Shadow is a haunting and malevolent
undead creature that embodies the essence of darkness
and despair. Created from the restless souls of those
who have suffered great torment in life, these shadows
roam the depths of the world, spreading misery and
feeding on the life force of the living.
Shadowed Fiend Shadowed Fiend
The Shadowed Fiend is a sinister and elusive creature Medium fiend, neutral evil
that dwells within the depths of darkness. Its origins
remain shrouded in mystery, as it emerges from the Armor Class 15 (natural armor)
shadowy realms to haunt unsuspecting adventurers. Hit Points 71 (11d8 + 22)
These fiends possess an affinity for darkness, using it to
their advantage and striking fear into the hearts of those Speed 30 ft.
who dare to cross their path.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 10 (+0) 12 (+1) 16 (+3)

Skills Stealth +6
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common
Challenge 5 (1,800 XP)

Shadow Stealth. While in dim light or darkness, the fiend


can take the Hide action as a bonus action.

Invisibility. The fiend magically turns invisible until it


attacks or casts a spell, or until its concentration ends
(as if concentrating on a spell).

Shadow Step. The fiend magically teleports up to 30 feet


to an unoccupied space it can see that is also in dim
light or darkness. It then has advantage on the first
melee attack it makes before the end of the turn.
Actions
Multiattack. The fiend makes two attacks: one with its
claws and one with its shadow bolt.

Shadow Bolt. Ranged Spell Attack: +6 to hit, range 60 ft.,


one target. Hit: 14 (4d6) necrotic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6)
necrotic damage.

Shadow Grasp. The fiend magically grasps the shadow of


a creature it can see within 30 feet of it. The target must
succeed on a DC 14 Wisdom saving throw or become
restrained. While restrained, the target’s speed is
reduced to 0, and it takes 14 (4d6) necrotic damage at
the start of its turn. The restrained target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.

Shadowy Aura (Recharge 5-6). The fiend releases a dark


aura in a 15-foot radius centered on itself. Each creature
in that area must make a DC 14 Constitution saving
throw, taking 21 (6d6) necrotic damage on a failed save,
or half as much damage on a successful one.

INFERNAL BESTIARY
179
Lamenting Specter
The Lamenting Specter is a haunting undead creature
that embodies grief and sorrow. Its ethereal form,
wreathed in a mournful aura, instills profound sadness
in those unfortunate enough to encounter it. These
spectral beings are trapped between the Material Plane
and the Ethereal Plane, their existence bound to the
tormented memories that tether them to the mortal
realm.
Appearance and Behavior. Lamenting Specters
appear as ethereal apparitions, their semi-translucent
forms draped in tattered shrouds that sway in an
unseen wind. Their features, once human, are now
distorted by eternal anguish, with tear-stained faces
and eyes filled with despair. They emit an otherworldly
wail, a haunting lament that echoes through the air,
leaving an eerie chill in its wake.
These specters are often encountered in desolate
places or areas steeped in tragedy, drawn to locations
where sorrow and loss have left an indelible mark.
Lamenting Specters are eternally consumed by their
own grief, their mournful cries serving as a constant
reminder of the suffering they endured in life.

Lamenting Specter Sunlight Sensitivity. While in sunlight, the specter has


disadvantage on attack rolls, as well as on Wisdom
Medium undead, neutral evil
(Perception) checks that rely on sight.

Armor Class 13 Lamenting Aura. Any creature that starts its turn within 10
Hit Points 39 (6d8 + 12) feet of the specter must make a DC 12 Wisdom saving
Speed 0 ft., fly 40 ft. (hover) throw or be filled with a profound sadness. On a failed save,
the creature has disadvantage on attack rolls and ability
checks until the start of its next turn.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 15 (+2) Actions
Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one
Damage Resistances acid, fire, lightning, thunder; creature. Hit 10 (3d6) necrotic damage. The target must
bludgeoning, piercing, and slashing from nonmagical succeed on a DC 12 Constitution saving throw or its hit
attacks point maximum is reduced by an amount equal to the
Damage Immunities cold, necrotic, poison damage taken. This reduction lasts until the target finishes
Condition Immunities charmed, exhaustion, frightened, a long rest. The target dies if this effect reduces its hit point
poisoned maximum to 0.
Senses darkvision 60 ft., passive Perception 11
Languages understands Common but can’t speak Wail of Despair (Recharge 5-6). The specter releases a
Challenge 2 (450 XP) mournful wail. Each creature of the specter’s choice within
30 feet of it and aware of it must succeed on a DC 12
Ethereal Sight. The specter can see 60 feet into the Ethereal Wisdom saving throw or be frightened for 1 minute. A
Plane when it is on the Material Plane, and vice versa. frightened creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
Incorporeal Movement. The specter can move through other If a creature’s saving throw is successful or the effect ends
creatures and objects as if they were difficult terrain. It takes for it, the creature is immune to the specter’s Wail of
5 (1d10) force damage if it ends its turn inside an object. Despair for the next 24 hours.

Etherealness. The specter enters the Ethereal Plane from the


Material Plane, or vice versa.

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180
Wandering Specter
The Wandering Specter is a haunting undead creature that roams the ethereal realms, bound to the material plane by
an unfulfilled purpose or a tragic demise. This eerie apparition, once a sentient being, now exists as a restless soul
consumed by dark emotions and a thirst for life force.
Appearance. Wandering Specters appear as ethereal entities, their forms barely visible and shrouded in an ominous
mist. Their ghostly visage is often distorted, reflecting the anguish and suffering that marked their final moments.
These apparitions exude an aura of desolation, instilling dread and unease in any who witness their spectral presence.

Wandering Specter
Medium undead, chaotic evil

Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 11 (+0)

Damage Resistances acid, fire, lightning, thunder;


bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands all languages it knew in life but
can’t speak
Challenge 1 (200 XP)

Incorporeal Movement. The specter can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.

Sunlight Sensitivity. While in sunlight, the specter has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 10 (3d6) necrotic damage. The target
must succeed on a DC 10 Constitution saving throw or
its hit point maximum is reduced by an amount equal to
the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces
its hit point maximum to 0.

Etherealness. The specter enters the Ethereal Plane from


the Material Plane, or vice versa.

INFERNAL BESTIARY
181
Lustful Spirit
Lustful spirits are malevolent entities that embody the
relentless desires and carnal passions that consumed
them in life. Bound to the Ethereal Plane, these
tormented souls seek to fulfill their insatiable lust by
preying upon the living. Once individuals who
were consumed by their own desires, they
now exist as ethereal apparitions
trapped between realms, forever driven
by their unquenchable thirst
for satisfaction.

Lustful Spirit Ethereal Step. As a bonus action, the lustful spirit can
magically shift from the Material Plane to the Ethereal
Medium undead, chaotic evil
Plane, or vice versa.

Armor Class 14 Distracting Gaze. When a creature starts its turn within 30
Hit Points 52 (8d8 + 16) feet of the lustful spirit and can see it, the spirit can force
Speed 30 ft. the creature to make a DC 13 Wisdom saving throw if the
spirit isn’t incapacitated and can see the creature. On a
failed save, the creature can’t take reactions until the start of
STR DEX CON INT WIS CHA
its next turn.
11 (+0) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
Actions
Damage Resistances necrotic; bludgeoning, piercing, and Chilling Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
slashing from nonmagical attacks creature. Hit 10 (3d6) cold damage.
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Whispers of Temptation (Recharge 5-6). The lustful spirit
Senses darkvision 60 ft., passive Perception 10 targets one creature it can see within 30 feet of it. The target
Languages Abyssal, Common must make a DC 13 Wisdom saving throw or be charmed by
Challenge 2 (450 XP) the spirit until the end of its next turn. While charmed, the
target is incapacitated and has a speed of 0. At the end of
Incorporeal Movement. The lustful spirit can move through each of the target’s turns, it can repeat the saving throw,
other creatures and objects as if they were difficult terrain. It ending the effect on a success.
takes 5 (1d10) force damage if it ends its turn inside an
Seductive Gaze. The lustful spirit targets one creature it can
object. see within 30 feet of it. The target must succeed on a DC 13
Ethereal Sight. The lustful spirit can see 60 feet into the Wisdom saving throw or be charmed by the spirit for 1
Ethereal Plane when it is on the Material Plane, and vice minute. The charmed target regards the spirit as a trusted
versa. friend to be heeded and protected. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on a success. If a target’s saving throw is successful
or the effect ends for it, the target is immune to this spirit’s
Seductive Gaze for the next 24 hours.

INFERNAL BESTIARY
182
Hungry Specter
Hungry Specters are haunting entities driven by an Hungry Specter
insatiable hunger for life force. These ethereal undead Medium undead, neutral evil
beings, often the remnants of individuals who met tragic
and untimely ends, manifest as specters trapped Armor Class 12
between the realms of the living and the dead. Hit Points 71 (11d8 + 22)
Consumed by an eternal longing for vitality, they are Speed 0 ft., fly 40 ft. (hover)
cursed to wander the mortal plane, forever seeking
sustenance to fill the void within their ethereal STR DEX CON INT WIS CHA
existence. 10 (+0) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but
can’t speak
Challenge 3 (700 XP)

Ethereal Sight. The specter can see 60 feet into the


Ethereal Plane when it is on the Material Plane, and vice
versa.

Incorporeal Movement. The specter can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.

Invisibility. The specter turns invisible until it attacks or


until its concentration ends (as if concentrating on a
spell).

Actions
Spectral Touch. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 20 (4d6 + 6) necrotic damage.

Frightful Moan (Recharge 5-6). Each non-undead creature


within 60 feet of the specter that can see it must
succeed on a DC 13 Wisdom saving throw or be
frightened for 1 minute. A frightened target can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a target’s saving
throw is successful or the effect ends for it, the target is
immune to the specter’s Frightful Moan for the next 24
hours.

INFERNAL BESTIARY
183
Mirror Shade
The Mirror Shade is a haunting creature that dwells in the darkest corners of the world. Born from the tortured souls
of the deceased, these spectral entities embody the eerie nature of shadows and mirrors. Their existence is a twisted
reflection of life, forever trapped between the realms of the living and the dead.

Mirror Shade
Medium undead, neutral evil

Armor Class 15 (natural armor)


Hit Points 80 (10d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

Saving Throws Dex +7, Wis +5


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 5 (1,800 XP)

Shadow Stealth. While in dim light or darkness, the


mirror shade can take the Hide action as a bonus
action.

Sunlight Sensitivity. While in sunlight, the mirror shade


has disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight.

Mirror Reflection. When the mirror shade is targeted by a


spell or magical effect that requires an attack roll, it can
use its reaction to force the attacker to make a DC 14
Dexterity saving throw. On a failed save, the attacker is
affected by the spell or magical effect instead.

Ethereal Jaunt. As a bonus action, the mirror shade can


magically shift from the Material Plane to the Ethereal
Plane, or vice versa.
Actions
Multiattack. The mirror shade makes two attacks: one
with its shadowy claws and one with its shadowy bite.

Shadowy Claws. Melee Weapon Attack: +7 to hit, reach 5


ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7
(2d6) necrotic damage.

Shadowy Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 12 (2d8 + 3) piercing damage plus 7
(2d6) necrotic damage.

INFERNAL BESTIARY
184
Frozen Shadow
The Frozen Shadow is a haunting undead creature that
dwells in frigid and desolate regions. It is born from the
souls of those who perished in icy wastelands, their
spirits forever trapped in a state of eternal frost.
These spectral beings embody both darkness
and cold, wielding powers that chill the very
souls of their unfortunate victims.

Frozen Shadow Sunlight Sensitivity. While in sunlight, the frozen shadow has
disadvantage on attack rolls, as well as on Wisdom
Medium undead, neutral evil
(Perception) checks that rely on sight.

Armor Class 16 (natural armor) Freezing Touch. The frozen shadow’s melee weapon attacks
deal an additional 7 (2d6) cold damage. (included in the
Hit Points 120 (16d8 + 48)
attacks)
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The frozen shadow makes three melee attacks:
16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 11 (+0) one with its icy claws and two with its chilling touch.

Icy Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one


Saving Throws DEX +8, CON +7, WIS +6 target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) cold
Damage Resistances necrotic, cold damage.

Damage Immunities poison Chilling Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
Condition Immunities exhaustion, poisoned target. Hit: 10 (3d6) cold damage. If the target is a creature,
it must succeed on a DC 15 Constitution saving throw or
Senses darkvision 120 ft., passive Perception 12 have its speed reduced by 10 feet until the start of its next
Languages Common turn.

Challenge 9 (5,000 XP) Shadow Nova (Recharge 5-6). The frozen shadow releases a
burst of icy darkness in a 20-foot radius sphere centered on
Shadow Stealth. While in dim light or darkness, the frozen itself. Each creature in that area must make a DC 15
shadow can take the Hide action as a bonus action. Dexterity saving throw, taking 24 (7d6) cold damage on a
failed save, or half as much damage on a successful one.

INFERNAL BESTIARY
185
Damned Soul Soul Wail. The Damned Soul emits a mournful wail. Each
creature within 10 feet of the Damned Soul that can hear it
Medium undead, chaotic evil must succeed on a DC 12 Wisdom saving throw or take 10
(3d6) psychic damage and be frightened until the end of its
Armor Class 12 (natural armor) next turn.
Hit Points 22 (4d8 + 4)
Speed 30 ft. Actions
Spectral Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 9 (2d6 + 2) necrotic damage.
10 (+0) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 7 (-2)
Terrifying Gaze. The Damned Soul fixates its gaze on one
creature it can see within 30 feet of it. The target must
Damage Resistances necrotic succeed on a DC 11 Wisdom saving throw or become
Damage Immunities poison frightened for 1 minute. The frightened target can repeat the
Condition Immunities exhaustion, poisoned saving throw at the end of each of its turns, ending the
Senses darkvision 60 ft., passive Perception 9 effect on itself on a success.
Languages understands the languages it knew in life but
can’t speak Soul Drain (Recharge 5-6). The Damned Soul targets one
Challenge 1 (200 XP) creature it can see within 30 feet of it. The target must
succeed on a DC 12 Constitution saving throw or take 14
Undead Fortitude. If damage reduces the Damned Soul to 0 (4d6) necrotic damage and have its hit point maximum
hit points, it must make a Constitution saving throw with a reduced by an amount equal to the damage taken. This
DC of 5 + the damage taken, unless the damage is radiant reduction lasts until the target finishes a long rest. If the
or from a critical hit. On a success, the Damned Soul drops target’s hit point maximum is reduced to 0, it dies and its
to 1 hit point instead. soul becomes trapped within the Damned Soul, granting it
temporary hit points equal to the target’s hit point
Horrifying Presence. Each creature of the Damned Soul’s maximum.
choice that is within 30 feet of it and aware of it must
succeed on a DC 11 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.

Damned Soul
The Damned Soul is a tormented undead creature bound to the eternal suffering of the afterlife. Once mortal beings
who committed heinous acts or made dark pacts in their previous lives, they are condemned to wander the realms as
cursed souls. These wretched entities are forever trapped in a state of anguish, their spectral forms distorted by the
weight of their sins.

INFERNAL BESTIARY
186
Shadow Wraith Shadow Wraith
Medium undead, neutral evil
The ethereal darkness shrouds the realm of the Shadow
Wraith, a fearsome undead creature that exists between Armor Class 14
the material plane and the Shadowfell. These Hit Points 68 (12d8 + 14)
malevolent beings are born from the tormented souls of Speed 0 ft., fly 40 ft. (hover)
those who met tragic fates or were consumed by a deep-
rooted desire for revenge. Bound to the plane of STR DEX CON INT WIS CHA
shadow, they haunt the darkest corners of the world, 6 (-2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
emerging to feed on the life force of the living.
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

Shadow Stealth. While in dim light or darkness, the


shadow wraith can take the Hide action as a bonus
action.

Incorporeal Movement. The shadow wraith can move


through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.

Sunlight Sensitivity. While in sunlight, the shadow wraith


has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Shadow Drain. When the shadow wraith hits a creature


with a melee attack, the target must succeed on a DC 13
Constitution saving throw or have its hit point
maximum reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit
point maximum to 0.
Actions
Shadowy Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 15 (3d6 + 5) necrotic damage.

Shadow Form (Recharge 5-6). The shadow wraith


transforms into a shadowy mist, becoming resistant to
all damage except force damage. While in this form, it
can move through other creatures and objects as if they
were difficult terrain. The wraith can’t take any actions,
speak, or manipulate objects. It is immune to all
conditions, except for the condition “turned.” It must
make a DC 14 Wisdom saving throw if targeted by a
turning effect, and it automatically succeeds if it is in
sunlight.

INFERNAL BESTIARY
187
Vengeful Phantom Vengeful Phantom
The vengeful phantom is a haunting specter, bound to Medium undead, neutral evil
the mortal realm by unfulfilled vengeance and seething
with malevolence. These ethereal beings are remnants Armor Class 13 (natural armor)
of tortured souls that were wronged in life, their anger
Hit Points 78 (12d8 + 24)
and despair transforming them into vengeful spirits.
Their spectral forms, wreathed in an eerie glow, instill Speed 0 ft., fly 50 ft. (hover)
fear and dread in all who encounter them.
STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

Damage Resistances necrotic; bludgeoning, piercing,


and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but
can’t speak
Challenge 7 (2,900 XP)

Ethereal Sight. The vengeful phantom can see 60 feet


into the Ethereal Plane when it is on the Material Plane,
and vice versa.

Incorporeal Movement. The vengeful phantom can move


through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.

Malevolent Presence. When a creature starts its turn


within 30 feet of the vengeful phantom, it must succeed
on a DC 14 Wisdom saving throw or be frightened until
the start of its next turn. On a successful saving throw,
the creature is immune to the vengeful phantom’s
Malevolent Presence for 24 hours.

Sunlight Sensitivity. While in sunlight, the vengeful


phantom has disadvantage on attack rolls, as well as
Wisdom (Perception) checks that rely on sight.
Actions
Ghostly Fire Touch. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage and 12
(3d6 +2) fire damage.

Spectral Drain. The vengeful phantom targets one


creature it can see within 5 feet of it. The target must
succeed on a DC 14 Constitution saving throw or take
24 (7d6) necrotic damage. The vengeful phantom
regains hit points equal to the necrotic damage dealt.

Etherealness. The specter enters the Ethereal Plane from


the Material Plane, or vice versa.

INFERNAL BESTIARY
188
Wailing Banshee
The Wailing Banshee is a dreaded undead creature that haunts desolate places, spreading fear and despair with its
mournful cries. Once a tragic soul consumed by overwhelming grief or rage, the banshee’s existence has been
transformed into one of eternal torment. Its ethereal form is draped in tattered raiments, and its eyes, glowing with a
malevolent light, reflect the pain and anguish that permeate its being.

Wailing Banshee
Medium undead, chaotic evil

Armor Class 15 (natural armor)


Hit Points 66 (12d8 + 12)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 16 (+3)

Condition Immunities charmed, exhaustion, frightened


Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Challenge 5 (1,800 XP)

Ethereal Jaunt. As a bonus action, the banshee can


magically shift from the Material Plane to the Ethereal
Plane, or vice versa.

Incorporeal Movement. The banshee can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.

Eerie Visage. Any humanoid that starts its turn within 30


feet of the banshee and can see it must succeed on a
DC 11 Wisdom saving throw or be frightened for 1
minute. A frightened target can repeat the saving throw
at the end of each of its turns, ending the frightened
condition on itself on a success.
Actions
Withering Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
one creature. Hit 17 (4d6 + 3) necrotic damage.

Banshee’s Keen. The banshee emits a mournful wail.


Each creature of the banshee’s choice within 60 feet of it
that can hear it and is not an undead must succeed on a
DC 14 Wisdom saving throw or be frightened for 1
minute. A frightened target can repeat the saving throw
at the end of each of its turns, ending the frightened
condition on itself on a success.

Invisible Passage (Recharge 5-6). The banshee magically


becomes invisible until it attacks or until its
concentration ends (as if concentrating on a spell).

Teleport (Recharge 5-6). The banshee magically teleports,


along with any equipment it is wearing or carrying, up to
60 feet to an unoccupied space it can see.

INFERNAL BESTIARY
189
Vengeful Shadow
Vengeful Shadows are tormented spirits, trapped
between the realms of the living and the dead. These
malevolent entities arise from the darkest
corners of the ethereal plane, seeking
retribution against those who wronged
them in life. Bound by an insatiable
thirst for revenge, Vengeful
Shadows haunt the very places
where their lives were unjustly
extinguished, forever seeking
to bring suffering to the living.

Vengeful Shadow Shadow Spawn. When a creature dies within 30 feet of the
vengeful shadows, a new vengeful shadow forms in an
Medium undead, chaotic evil
unoccupied space within 5 feet of the corpse at the start of
the vengeful shadows’ next turn. The new shadow has full
Armor Class 16 (natural armor) hit points and can act immediately.
Hit Points 145 (17d8 + 68)
Speed 40 ft. Actions
Shadow Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit 15 (3d8 + 2) necrotic damage.
14 (+2) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 15 (+2)
Shadow Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one
creature. Hit 18 (4d8) necrotic damage. The target must
Damage Resistances acid, fire, lightning, thunder; succeed on a DC 15 Constitution saving throw or its hit
bludgeoning, piercing, and slashing from nonmagical point maximum is reduced by an amount equal to the
attacks damage taken. This reduction lasts until the target finishes
Damage Immunities necrotic, poison a long rest. The target dies if this effect reduces its hit point
maximum to 0.
Condition Immunities charmed, exhaustion, frightened,
poisoned Shadow Veil (Recharge 5-6). The vengeful shadows magically
Senses darkvision 120 ft., passive Perception 12 create an area of magical darkness. The darkness spreads
from a point the vengeful shadows can see within 60 feet of
Languages Common it, creating a sphere with a 15-foot radius. The darkness
Challenge 10 (5,900 XP) lasts as long as the vengeful shadows maintains
concentration, up to 1 minute. Any creature that starts its
turn in the darkness must succeed on a DC 15 Wisdom
Shadow Stealth. While in dim light or darkness, the vengeful
saving throw or be frightened for 1 minute. While frightened
shadows can take the Hide action as a bonus action.
in this way, a creature is incapacitated and has disadvantage
Sunlight Sensitivity. While in sunlight, the vengeful shadows on all ability checks, attack rolls, and saving throws. A
have disadvantage on attack rolls, as well as on Wisdom creature can repeat the saving throw at the end of each of
(Perception) checks that rely on sight. its turns, ending the effect on itself on a success.

Incorporeal Movement. The vengeful shadows can move Soul Shriek (1/Day). The vengeful shadows emits an ear-
through other creatures and objects as if they were difficult piercing shriek. Each creature of the vengeful shadows’
terrain. It takes 5 (1d10) force damage if it ends its turn choice within 30 feet of it must make a DC 15 Constitution
inside an object. saving throw, taking 24 (7d6) psychic damage on a failed
save, or half as much damage on a successful one.

INFERNAL BESTIARY
190
Hellish Beasts

i
n the realm of nightmarish entities, few But it is not just their terrifying physical strength that
strike fear into the hearts of mortals and makes them formidable adversaries. No, Hellish Beasts
denizens of the abyss alike like the Hellish wield powers derived from the primordial darkness of
Beasts. These abominations, birthed from their origins, powers that defy comprehension and
the very depths of damnation itself, stand as strike dread into the hearts of all who oppose them.
harbingers of terror, embodying the twisted From unleashing torrents of infernal flames to weaving
malevolence and unrelenting torment that unholy magics, these abominations are masters of
define the infernal realms. destruction and manipulation, capable of corrupting and
twisting the minds of their victims with ease.
Their origins lie in the fiery pits of the
underworld, where infernal flames sculpt their And yet, perhaps what makes them truly terrifying is
monstrous forms, shaping them into grotesque their cunning and relentless nature. Hellish Beasts are
amalgamations of nightmare-inducing features and not solitary predators but often work in tandem with
horrifying appendages. These creatures are the other infernal creatures, their unholy alliance bringing
embodiment of chaos and suffering, their very existence forth untold chaos and suffering to the mortal world. In
a testament to the eternal anguish that pervades the their wake, they leave nothing but devastation and
infernal landscape. despair, a reminder of the horrors that lurk in the
shadows of the infernal realm.
Feared by mortals and despised even by the denizens of
the abyss, Hellish Beasts are relentless in their pursuit
of destruction and despair. They roam the fiery
wastelands with an insatiable hunger, seeking out souls
to torment and devour, leaving naught but devastation
and terror in their wake. Even the most seasoned
adventurers tremble at the mere mention of their name,
knowing the horrors that await those who dare to cross
paths with these monstrous fiends.

INFERNAL BESTIARY
191
Demonflame Bear
The Demonflame Bear is a fearsome creature that embodies the primal fury of the Abyss. Towering at a height of 10
feet and covered in charred, obsidian-black fur, this monstrous beast emanates an intense heat that causes the air
around it to shimmer with waves of blistering energy. Flames dance across its muscular body, their fiery glow
illuminating the darkness with an ominous aura.
With piercing red eyes that radiate malevolence, the Demonflame Bear strikes fear into the hearts of those
unfortunate enough to cross its path. Its elongated claws are sharp as razors, capable of rending even the sturdiest
armor, while its powerful jaws can crush bones with a single bite.

Demonflame Bear Magic Resistance. The Demonflame Bear has advantage on


saving throws against spells and other magical effects.
Large fiend, chaotic evil
Actions
Armor Class 17 (natural armor)
Hit Points 136 (16d10 + 48) Multiattack. The Demonflame Bear makes two attacks: one
Speed 40 ft. with its bite and one with its claw.

Fiery Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire
22 (+6) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0) damage.

Raking Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,


Skills Perception +5, Stealth +6 one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6)
Damage Resistances cold, fire fire damage.
Damage Immunities poison
Condition Immunities poisoned Burning Roar (Recharge 5-6). The Demonflame Bear emits a
Senses darkvision 60 ft., passive Perception 15 mighty roar, causing flames to erupt from its mouth. Each
Languages Abyssal creature within a 20-foot radius cone must make a DC 15
Challenge 9 (5,000 XP) Dexterity saving throw, taking 21 (6d6) fire damage on a
failed save, or half as much damage on a successful one.
Hellish Aura. The Demonflame Bear exudes an aura of
intense heat. Any creature that starts its turn within 10 feet
of the bear takes 7 (2d6) fire damage.

INFERNAL BESTIARY
192
Abyssal Cobra
Medium beast, unaligned

Armor Class 15 (natural armor)


Hit Points 97 (13d8 + 39)
Speed 40 ft., climb 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 4 (-3) 14 (+2) 6 (-2)

Skills Perception +5, Stealth +7


Senses darkvision 60 ft., passive Perception 15
Languages –
Challenge 6 (2,300 XP)

Camouflaged Ambusher. The abyssal cobra has


Ice Spider advantage on Dexterity (Stealth) checks made to hide in
Medium monstrosity, neutral evil its natural environment.

Reactive Strike. The abyssal cobra can make an


Armor Class 13 (natural armor) opportunity attack against a creature that moves within
Hit Points 26 (4d8 + 8) 10 feet of it.
Speed 30 ft., climb 30 ft.
Venomous Bite. On a hit with its bite attack, the target
STR DEX CON INT WIS CHA must succeed on a DC 14 Constitution saving throw or
14 (+2) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2) take 21 (6d6) poison damage and become poisoned for
1 minute. The poisoned creature can repeat the saving
throw at the end of each of its turns, ending the effect
Skills Stealth +5 on itself on a success.
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 10 Actions
Languages None Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge 1 (200 XP) creature. Hit: 8 (1d8 + 4) piercing damage, and the
target must make a DC 14 Constitution saving throw,
Freezing Bite. When the ice spider hits a creature with its taking 10 (3d6) poison damage on a failed save, or half
bite attack, the target must make a DC 12 Constitution as much on a successful one.
saving throw or take an additional 7 (2d6) cold damage.
On a successful save, the target takes half damage. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one creature. Hit: 11 (2d6 + 4) bludgeoning damage,
Web Sense. While in contact with a web, the ice spider and the target is grappled (escape DC 14). Until this
knows the exact location of any other creature in contact grapple ends, the target is restrained, and the abyssal
with the same web. cobra can’t constrict another target.

Web Walker. The ice spider ignores movement


restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6)
cold damage.

Web. The ice spider can shoot a web up to 30 feet away.


The webbing is a ranged weapon attack with a +5 to hit.
On a hit, the target is restrained by the webbing. As an
action, the restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The webbing
can also be attacked and destroyed (AC 10, 5 hit points,
vulnerability to fire damage, immunity to bludgeoning,
poison, and psychic damage).

INFERNAL BESTIARY
193
Stygian Wolf
The Stygian Wolf is a formidable predator that roams
the dark and treacherous realms of the underworld.
With sleek, midnight-black fur and eyes that gleam with
an otherworldly luminescence, this creature
embodies the fearsome and shadowy essence
of the Styx River.

Stygian Wolf Shadow Blend. The wolf has advantage on Dexterity (Stealth)
checks made to hide in dim light or darkness.
Medium beast, neutral evil
Actions
Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 30) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Speed 50 ft. Hit: 14 (2d8 + 4) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
knocked prone.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 8 (-1) Howl of Despair (Recharge 5-6). The wolf releases a chilling
howl. Each creature of the wolf’s choice within 60 feet of it
Skills Perception +6, Stealth +6 that can hear the howl must succeed on a DC 14 Wisdom
saving throw or be frightened for 1 minute. A frightened
Senses darkvision 60 ft., passive Perception 16
Languages None creature can repeat the saving throw at the end of each of
Challenge 5 (1,800 XP) its turns, ending the effect on itself on a success.

Shadow Pounce (Recharge 6). The wolf magically teleports up


Keen Hearing and Smell. The wolf has advantage on Wisdom to 30 feet to an unoccupied space it can see. It then makes
(Perception) checks that rely on hearing or smell. a bite attack against a target within its reach. After
teleporting, the wolf has advantage on the bite attack roll.
Pack Tactics. The wolf has advantage on an attack roll
against a creature if at least one of the wolf’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

INFERNAL BESTIARY
194
Gluttony’s Rat
Gluttony’s Rat is a small and repugnant creature that thrives within the darkest and filthiest corners of the world. This
vile rodent is associated with the sin of gluttony, known for its insatiable hunger and its ability to spread disease.
Despite its diminutive size, the Gluttony’s Rat possesses a ferocious nature and a keen sense of survival, making it a
formidable foe.

Gluttony’s Rat
Small creature, neutral evil

Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +5


Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 2 (450 XP)

Keen Smell. The rat has advantage on Wisdom


(Perception) checks that rely on smell.

Swarming Fury. The rat has advantage on an attack roll


against a creature if at least one of the rat’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.

Disease Bite. The rat’s bite is contaminated with a vile


disease. On a hit, the target must succeed on a DC 12
Constitution saving throw or become poisoned for 1
minute. The poisoned creature can repeat the saving
throw at the end of each of its turns, ending the effect
on a success.
Actions
Multiattack. The rat makes two attacks: one with its bite
and one with its claw.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4)
poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) slashing damage.

Rabid Charge (Recharge 5-6). The rat moves up to its


speed in a straight line and can make one bite attack
against a creature in its path. If the attack hits, the target
takes an additional 7 (2d6) piercing damage and must
succeed on a DC 12 Strength saving throw or be
knocked prone.

INFERNAL BESTIARY
195
Assassins and Stalkers

i
n the murky depths of the infernal comprehension. From weaving intricate illusions to
realms, where darkness reigns unchallenged ensnare the unwary, to conjuring deadly traps from the
and despair hangs heavy in the air, one finds very shadows, there is no limit to the depths of their
the clandestine abode of the dreaded depravity.
Assassins and Stalkers. These sinister
entities, born of the primordial chaos that Each Assassin and Stalker is a unique terror unto itself,
pervades their realm, embody the very shaped by the malevolent energies of its assigned
essence of malevolence and deceit. domain. Some lurk in the forgotten crypts, their
presence heralded by the eerie silence that pervades
Within the shadowy recesses of their those accursed halls. Others stalk their prey through
domain, Assassins and Stalkers lurk with an eerie labyrinthine corridors, their every movement a
patience, their very existence a testament to the mastery whispered promise of death.
of stealth and subterfuge. Their forms, shrouded in
darkness and adorned with sinister ornamentation, Yet, for all their power and cunning, there exists a
blend seamlessly with the inky blackness that cloaks glimmer of hope amidst the darkness. For where there
their surroundings. is light, there is also shadow, and where there is
shadow, there is the potential for redemption. But in the
Yet, it is not merely their physical prowess that sets infernal realms, such notions are but fleeting dreams,
these malevolent beings apart, but their unparalleled for here, in the domain of the Assassins and Stalkers,
skill in the art of assassination. With a precision honed only the strong survive, and even they do so at great
through countless eons of practice, they strike swiftly peril.
and without mercy, leaving naught but chaos and
despair in their wake.

But it is not only their prowess in combat that makes


them feared throughout the infernal realms. No, it is
their ability to manipulate the very fabric of reality itself,
bending it to their will with a mastery that defies mortal

INFERNAL BESTIARY
196
Infernal Assassin
The Infernal Assassin is a deadly fiendish creature
skilled in the art of stealth and assassination.
Embodying the cunning and treachery of the lower
planes, these malevolent beings are often
employed as enforcers and spies by powerful
fiendish overlords. Their loyalty lies solely
with their infernal masters, and they carry
out their missions with unwavering dedication
and precision.
Clad in darkened studded leather
armor that blends seamlessly with the
shadows, the Infernal Assassin moves with
unearthly grace and agility. Their piercing
gaze and sinister presence send shivers down
the spines of even the most stalwart
adventurers. Each step is deliberate, and
their movements are calculated, making them
masters of subtlety and subterfuge.

Infernal Assassin Infernal Blade. The infernal assassin’s weapon attacks are
considered magical.
Medium fiend, lawful evil
Actions
Armor Class 15 (studded leather)
Hit Points 97 (13d8 + 39) Multiattack. The infernal assassin makes three melee
Speed 30 ft. attacks: two with its shortsword and one with its infernal
dagger.

STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
16 (+3) 20 (+5) 16 (+3) 13 (+1) 12 (+1) 14 (+2) target. Hit: 8 (1d6 + 5) piercing damage.

Infernal Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft.,


Skills Perception +5, Stealth +9 one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6)
Damage Resistances cold, fire; bludgeoning, piercing, and fire damage.
slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison Shadow Step (Recharge 4-6). The infernal assassin magically
Condition Immunities poisoned teleports up to 60 feet to an unoccupied space it can see.
Senses darkvision 120 ft., passive Perception 15 Until the end of its next turn, it gains advantage on the first
Languages Infernal, Common attack it makes.
Challenge 7 (2,900 XP)
Infernal Poison (1/Day). The infernal assassin coats its
Devil’s Sight. Magical darkness doesn’t impede the infernal weapons with a potent infernal poison. On a successful hit
assassin’s darkvision. with a weapon attack, the target must make a DC 15
Constitution saving throw or take 21 (6d6) poison damage
Evasion. If the infernal assassin is subjected to an effect that and become poisoned for 1 minute. The target can repeat
allows it to make a Dexterity saving throw to take only half the saving throw at the end of each of its turns, ending the
damage, the assassin instead takes no damage if it poisoned condition on a success.
succeeds on the saving throw, and only half damage if it
fails. Summon Infernal Ally (1/Day). The infernal assassin calls
upon an infernal ally for assistance. A bearded devil appears
Sneak Attack (1/Turn). The infernal assassin deals an extra in an unoccupied space within 60 feet of the infernal
14 (4d6) damage when it hits a target with a weapon attack assassin and acts immediately after the assassin in the
and has advantage on the attack roll, or when the target is initiative order. The bearded devil remains for 1 minute or
within 5 feet of an ally of the assassin that isn’t until it or the assassin is reduced to 0 hit points, whichever
incapacitated and the assassin doesn’t have disadvantage comes first.
on the attack roll.

INFERNAL BESTIARY
197
Sinister Impersonator Sinister Impersonator
The Sinister Impersonator is a cunning and malevolent Medium fiend (shapechanger), chaotic evil
creature that thrives on deceit and manipulation. This
fiendish being possesses the ability to assume the form Armor Class 15 (natural armor)
of any humanoid it has encountered, using its Hit Points 67 (9d8 + 27)
shapechanging abilities to infiltrate societies and sow Speed 30 ft.
chaos from within. With its natural talent for deception
and its knack for taking advantage of unsuspecting STR DEX CON INT WIS CHA
victims, the Sinister Impersonator is a formidable 11 (+0) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
adversary capable of undermining trust and turning
allies against one another. Skills Deception +7, Insight +4, Perception +4, Stealth
+7
Damage Resistances cold, fire; bludgeoning, piercing,
and slashing from nonmagical attacks not made with
silvered weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal
Challenge 4 (1,100 XP)

Shapechanger. The sinister impersonator can use its


action to polymorph into a Small or Medium humanoid
it has seen or back into its true form. Its statistics, other
than its size, are the same in each form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to
its true form if it dies.

Innate Spellcasting. The sinister impersonator’s innate


spellcasting ability is Charisma (spell save DC 13). The
sinister impersonator can innately cast the following
spells, requiring no material components:
At will: disguise self
1/day each: charm person, invisibility, suggestion

Sly Manipulator. The sinister impersonator has


advantage on saving throws against being charmed or
frightened.

Surprise Attack. If the sinister impersonator surprises a


creature and hits it with an attack during the first round
of combat, the target takes an extra 10 (3d6) damage
from the attack.
Actions
Multiattack. The sinister impersonator makes two
attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6)
poison damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) slashing damage.

Misleading Whispers. The sinister impersonator whispers


unsettling words to a creature within 30 feet of it that
can hear it. The target must make a DC 13 Wisdom
saving throw or become frightened for 1 minute. The
frightened target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.

198
Agent of Asmodeus
Agents of Asmodeus are elite fiends entrusted with
carrying out the will of the archdevil himself. These
cunning and manipulative creatures serve as the
infernal emissaries, infiltrating mortal realms to sow
chaos and corruption. With their dark powers and
deceptive nature, they are formidable adversaries for
any who dare oppose the will of the Nine Hells.
Appearance. An Agent of Asmodeus stands tall and
imposing, its form exuding an aura of power and
authority. Clad in infernal armor, their features blend
the elegance of a noble with the sinister aspects of a
devil. Their eyes burn with an inner fire, and a subtle
aura of dread surrounds them, unsettling those who
stand in their presence.
Infernal Envoys. These fiends possess a natural
cunning and charisma, honed through their allegiance
to the Archduke of Nessus. They are often found acting
as intermediaries between Asmodeus and mortal souls,
conducting infernal bargains and manipulating events to
serve their dark master’s agenda.

Agent of Asmodeus 1st level (4 slots): armor of Agathys, command, hellish


rebuke
Medium fiend, lawful evil 2nd level (3 slots): hold person, invisibility, suggestion
3rd level (3 slots): counterspell, fireball, hunger of Hadar
Armor Class 16 (chain mail) 4th level (3 slots): banishment, dimension door
Hit Points 105 (14d8 + 42) 5th level (2 slots): contact other plane, scrying
Speed 30 ft.
Devil’s Sight. Magical darkness doesn’t impede the agent’s
darkvision.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 20 (+5) Actions
Multiattack. The agent makes two attacks: one with its
Saving Throws Str +7, Con +6, Wis +4, Cha +9 scimitar and one with its hellish rebuke.
Skills Deception +9, Insight +4, Persuasion +9
Damage Resistances cold, fire Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Immunities poison target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) fire
Condition Immunities poisoned damage.
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common Hellish Rebuke (Recharge 5-6). The agent points at a
Challenge 15 (13,000 XP) creature it can see within 60 feet of it and utters a dark
incantation. The target must make a DC 17 Dexterity saving
throw, taking 21 (6d6) fire damage on a failed save, or half
Aura of Dread. At the start of its turn, any creature within 30
as much damage on a successful one.
feet of the agent must make a DC 17 Wisdom saving throw
or be frightened for 1 minute. The target can repeat the Infernal Word (Recharge 6). The agent speaks a
saving throw at the end of each of its turns, ending the blasphemous word in Infernal. Each creature of its choice
effect on itself on a success. within 30 feet of it must succeed on a DC 17 Wisdom saving
throw or take 28 (8d6) psychic damage and become
Magic Resistance. The agent has advantage on saving throws
stunned until the end of their next turn. On a successful
against spells and other magical effects. save, the creature takes half damage and isn’t stunned.
Spellcasting. The agent is a 10th-level spellcaster. Its
Summon Lesser Devil (1/day). The agent magically summons
spellcasting ability is Charisma (spell save DC 17, +9 to hit one barbed devil or two spined devils. The summoned
with spell attacks). The agent has the following warlock devil(s) appear in an unoccupied space within 60 feet of the
spells prepared:
agent and vanish after 1 minute or when they drop to 0 hit
Cantrips (at will): eldritch blast, prestidigitation, points.
thaumaturgy

199
Demonic Infiltrator
The Demonic Infiltrator is a cunning and devious fiend Demonic Infiltrator
that excels at blending into humanoid society while Medium fiend (demon), chaotic evil
carrying out its sinister agenda. As its name suggests,
this malevolent creature specializes in infiltrating Armor Class 14 (natural armor)
various organizations, establishments, or even Hit Points 44 (8d8 + 8)
households, exploiting the trust of its unsuspecting Speed 30 ft.
victims. With its shapechanging abilities and innate
spellcasting, the Demonic Infiltrator is a formidable STR DEX CON INT WIS CHA
adversary, capable of sowing chaos and discord from 15 (+2) 16 (+3) 12 (+1) 11 (+0) 13 (+1) 10 (+0)
within.
Skills Deception +2, Stealth +5
Damage Resistances cold, fire, lightning
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 2 (450 XP)

Innate Spellcasting. The infiltrator’s spellcasting ability is


Charisma (spell save DC 11, +3 to hit with spell attacks).
It can innately cast the following spells, requiring no
material components: At will: detect magic 1/day each:
charm person, invisibility

Shapechanger. The infiltrator can use its action to


polymorph into a Small or Medium humanoid it has
seen or back into its true form. Its statistics, other than
its size, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its
true form if it dies.

Sneak Attack (1/turn). The infiltrator deals an extra 7


(2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target
is within 5 feet of an ally of the infiltrator that isn’t
incapacitated and the infiltrator doesn’t have
disadvantage on the attack roll.
Actions
Multiattack. The infiltrator makes two attacks: one with
its bite and one with its claws or shortsword.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) slashing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Uncanny Dodge. When an attacker that the infiltrator can
see hits it with an attack, it can use its reaction to halve
the attack’s damage against it.

INFERNAL BESTIARY
200
Abyssal Stalker
Abyssal Stalkers are malevolent fiends that dwell within
the darkest corners of the Abyss, emerging only to hunt
and terrorize the mortal realms. These sinister
creatures embody the essence of darkness and stealth,
striking fear into the hearts of those unfortunate enough
to encounter them. With their shadowy forms and
deadly abilities, Abyssal Stalkers are the embodiment of
terror and malice.
Abyssal Stalkers stand roughly the height of an
average humanoid, with lithe and sinewy bodies
covered in jet-black, glistening scales. Their eyes burn
with a malevolent crimson glow, piercing through the
darkness with an unnerving intensity. They possess
long, razor-sharp claws and rows of serrated teeth,
perfectly adapted for rending flesh and inflicting pain
upon their prey.

Abyssal Stalker Shadow Blend. The abyssal stalker has advantage on


Dexterity (Stealth) checks made to hide in dim light or
Medium fiend, chaotic evil
darkness.

Armor Class 16 (natural armor) Shadow Step. The abyssal stalker can use its bonus action to
magically teleport up to 30 feet to an unoccupied space it
Hit Points 92 (8d8 + 48) can see in dim light or darkness.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The abyssal stalker makes two attacks: one with
18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Skills Perception +6, Stealth +6 Hit: 10 (1d10 + 4) piercing damage plus 7 (2d6) poison
Damage Resistances cold, fire, lightning; bludgeoning, damage.
piercing, and slashing from nonmagical attacks
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Immunities necrotic Hit: 12 (2d6 + 4) slashing damage.
Condition Immunities petrified Shadow Bomb. The abyssal stalker magically throws a
Senses darkvision 120 ft., passive Perception 16 shadowy bomb at a point it can see within 60 feet of it. Each
creature in a 10-foot radius sphere centered on that point
Languages Abyssal, Common, telepathy 120 ft.
must make a DC 14 Dexterity saving throw, taking 18 (4d8)
Challenge 6 (2,300 XP) necrotic damage on a failed save, or half as much damage
on a successful one.
Innate Spellcasting. The abyssal stalker’s spellcasting ability
is Charisma (spell save DC 14). It can innately cast the
following spells, requiring no material components:
At will: darkness, pass without trace, invisibility (self only)
3/day each: detect thoughts, misty step, dimension door

INFERNAL BESTIARY
201
Malevolent Stalker
Malevolent Stalkers are eerie aberrations that haunt the Malevolent Stalker
fringes of reality, lurking in the infernal plane of Hell Medium aberration, neutral evil
and venturing into the material world to sow chaos and
fear. These otherworldly creatures possess a malevolent Armor Class 15 (natural armor)
intelligence and an arsenal of supernatural abilities that Hit Points 120 (16d8 + 48)
make them formidable adversaries. Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 10 (+0)

Condition Immunities Charmed, Frightened


Senses Darkvision 120 ft., passive Perception 11
Languages None
Challenge 8 (3,900 XP)

Ethereal Jaunt. The stalker can move from the Ethereal


Plane to the Material Plane, or vice versa, as a bonus
action.

Shadow Camouflage. The stalker has advantage on


Dexterity (Stealth) checks made to hide in dim light or
darkness.

Spellcasting. The stalker is a 10th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 13, +5
to hit with spell attacks). The stalker has the following
wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, shocking
grasp
1st level (4 slots): mage armor, shield, sleep
2nd level (3 slots): invisibility, mirror image
3rd level (3 slots): blink, counterspell
4th level (3 slots): dimension door, greater invisibility
Actions
Multiattack. The stalker can make three attacks with its
Claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 18 (2d8 + 9) slashing damage.

Shadow Bolt (Recharge 5-6). The stalker casts a shadowy


bolt at a creature it can see within 60 feet of it. The
target must make a DC 13 Dexterity saving throw, taking
21 (6d6) necrotic damage on a failed save, or half as
much damage on a successful one.

Ethereal Reversal (1/Day). The stalker shifts itself and up


to three willing creatures it can see within 30 feet of it
into the Ethereal Plane for 1 minute. While on the
Ethereal Plane, the creatures are incapacitated and have
a flying speed of 10 feet.

INFERNAL BESTIARY
202
Ebon Skulker
Ebon Skulkers are menacing creatures that dwell in the darkest corners of the world, haunting underground tunnels,
subterranean cities, and forgotten caverns. These aberrations possess a sinister appearance, with sleek, obsidian-black
skin that seems to absorb all light around them. Their elongated limbs end in sharp, shadowy claws, and their eyes
gleam with an otherworldly glow.
These cunning creatures are highly adapted to their subterranean habitat, capable of traversing difficult surfaces
with their spider-like climbing abilities. Their bodies are nimble and agile, allowing them to move with exceptional
speed and dexterity. Ebon Skulkers are amphibious, seamlessly transitioning between the depths of underground
rivers and the hidden recesses of underground lairs.

Ebon Skulker
Medium aberration, neutral evil

Armor Class 15 (natural armor)


Hit Points 82 (11d8 + 33)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0)

Skills Stealth +7, Perception +5


Senses darkvision 60 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 4 (1,100 XP)

Amphibious. The ebon skulkers can breathe air and


water.

Shadow Blend. In dim light or darkness, the ebon


skulkers can take the Hide action as a bonus action.

Spider Climb. The ebon skulkers can climb difficult


surfaces, including upside down on ceilings, without
needing to make an ability check.
Innate Spellcasting. The ebon skulkers’ innate
spellcasting ability is Intelligence (spell save DC 12).
They can innately cast the following spells, requiring no
material components:
At will: darkness
1/day each: invisibility, shadow blade
Actions
Multiattack. The ebon skulkers make two attacks: one
with their shadowy claws and one with their bite.

Shadowy Claws. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit 9 (2d4 + 4) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit 8 (1d8 + 4) piercing damage.
Reactions
Shadow Step. When the ebon skulkers are hit by an
attack, they can use their reaction to magically teleport
up to 30 feet to an unoccupied space they can see within
30 feet of them.

INFERNAL BESTIARY
203
Hellblade Assassin Hellblade Assassin
The Hellblade Assassin is a formidable creature, born in Medium humanoid (devil), lawful evil
the depths of the Nine Hells and honed in the arts of
stealth and assassination. These devilish beings are Armor Class 18 (studded leather, dexterity modifier)
feared for their lethal precision, utilizing infernal Hit Points 135 (18d8 + 54)
powers and their mastery of martial combat to strike
down their targets with ruthless efficiency. Within the Speed 30 ft.
infernal hierarchy, Hellblade Assassins serve as elite
operatives, carrying out secretive missions for their STR DEX CON INT WIS CHA
devilish overlords. They are often dispatched to 14 (+2) 20 (+5) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
eliminate high-profile targets or to sow chaos among
their enemies’ ranks. Skills Acrobatics +9, Stealth +12, Perception +6
Damage Resistances cold, fire, poison
Damage Immunities lightning, necrotic
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Infernal, Common
Challenge 9 (5,000 XP)

Evasion. If the assassin is subjected to an effect that


allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if it succeeds
on the saving throw, and only half damage if it fails.

Sneak Attack (1/turn). The assassin deals an extra 14


(4d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target
is within 5 feet of an ally of the assassin that isn’t
incapacitated and the assassin doesn’t have
disadvantage on the attack roll.

Shadow Step. The assassin magically teleports up to 60


feet to an unoccupied space it can see that is in dim
light or darkness. It then has advantage on the first
melee attack it makes before the end of the turn.

Hellish Blade. The assassin’s weapon attacks are


considered magical and deal an additional 7 (2d6) fire
damage.
Actions
Multiattack. The assassin makes two melee attacks.

Hellblade. Melee Weapon Attack: +9 to hit, reach 5 ft.,


one target. Hit: 10 (1d8 + 5) piercing damage plus 7
(2d6) fire damage.

Assassinate. The assassin surprises a creature and hits it


with an attack during the first round of combat. The
target must make a DC 15 Constitution saving throw.
On a failed save, it takes an extra 21 (6d6) necrotic
damage. On a successful save, the damage is halved.

Poisoned Dagger. Melee or Ranged Weapon Attack: +9 to


hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4
+ 5) piercing damage plus 14 (4d6) poison damage. The
target must succeed on a DC 15 Constitution saving
throw or become poisoned for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on a success.

204
Fiends and Fiendish Creatures

d
eep within the abyssal depths of dante’s In the shadowed recesses of the Nine Circles, where the
Inferno, where the very air pulses with damned writhe in eternal agony, fiends prowl with
malevolence and the shadows writhe with predatory grace, their malevolent whispers echoing
sinister intent, lies a macabre menagerie through the tortured corridors of the damned. With
known collectively as Fiends and Fiendish each soul they claim, their power swells, feeding the
Creatures. These abhorrent entities, insatiable hunger that drives them ever onward in their
spawned from the primordial darkness and quest for domination.
steeped in the essence of chaos and
depravity, stand as harbingers of dread and And yet, even amidst this sea of darkness, there exists a
torment. twisted beauty to their malevolence. Some fiends
possess a deceptive allure, their forms twisted into
In the Stygian depths of Hell, Fiends manifest in a grotesque parodies of celestial beauty, their serpentine
myriad of grotesque forms, each a testament to the smiles belying the abyssal void that lurks behind their
boundless creativity of damnation. From towering eyes. Others, with their jagged horns and leathery
behemoths whose very footsteps shake the infernal wings, exude an aura of primal terror, striking fear into
plains to cunning, serpentine fiends who weave webs of the hearts of mortals and immortals alike.
deceit with every flick of their forked tongues, they
embody the myriad facets of evil itself. Within this bleak tapestry of despair, countless horrors
await those foolish enough to tread its cursed halls.
But beyond the overt horrors of their physical forms lies From the depths of the Pit to the fiery reaches of the
a more insidious aspect of their malevolence. Fiends are Malebolge, the denizens of Hell lie in wait, their twisted
masters of manipulation, adept at exploiting the fears forms hungering for the souls of the living. So heed this
and weaknesses of their prey with cruel precision. warning, brave traveler, and tread carefully in the
Through psychological torture, infernal rituals, and the infernal realms, for even the stoutest of hearts can be
relentless pursuit of souls, they ensnare the unwary in a consumed by the relentless darkness that lurks within
web of despair from which escape seems nigh these malefic entities.
impossible.

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205
Torture Fiend
The Torture Fiend is a fearsome entity that lurks
in the darkest corners of the Nine Hells. Born from
the torment and suffering of damned souls, these
malevolent creatures embody the essence of
anguish and derive pleasure from inflicting pain
upon others. Encased in ethereal chains that
bind their wicked power, Torture Fiends are
relentless tormentors and masters of sadistic
warfare.

Torture Fiend Actions


Large fiend, lawful evil Multiattack. The Torture Fiend makes two attacks: one with
its Chains and one with its Bite.
Armor Class 18 (natural armor)
Hit Points 156 (16d10 + 64) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 14 (2d6 + 7) piercing damage.

Chains. Melee Weapon Attack: +9 to hit, reach 10 ft., one


STR DEX CON INT WIS CHA target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target
20 (+5) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 16 (+3) is a Medium or smaller creature, it must succeed on a DC
15 Strength saving throw or be grappled (escape DC 15).
Saving Throws Str +9, Dex +6, Con +7, Wis +4 While grappled, the creature is also restrained, and it takes
7 (2d6) piercing damage at the start of each of its turns
Skills Perception +4, Intimidation +6
Damage Resistances cold, fire, lightning from the chains.
Damage Immunities acid Chain Whip (Recharge 5-6). The Torture Fiend swings its
Senses darkvision 120 ft., passive Perception 14 chains in a 20-foot cone. Each creature in that area must
Languages Infernal, Common make a DC 15 Dexterity saving throw, taking 24 (7d6)
Challenge 8 (3,900 XP) slashing damage on a failed save, or half as much damage
on a successful one.
Chainbound. The Torture Fiend is constantly bound by
ethereal chains, granting it advantage on saving throws Summon Chains (1/Day). The Torture Fiend magically
against being grappled, restrained, or knocked prone. summons chains to entangle its foes. As an action, it can
Additionally, any creature that starts its turn within 10 feet of cause chains to erupt from the ground in a 30-foot radius
the Torture Fiend takes 7 (2d6) piercing damage from the centered on a point it can see within 60 feet of it. Each
razor-sharp chains. creature in that area must succeed on a DC 15 Strength
saving throw or be restrained by the chains for 1 minute. A
Fiendish Tactics. The Torture Fiend is a cunning combatant creature can repeat the saving throw at the end of each of
and has advantage on attack rolls against any creature that its turns, ending the effect on itself on a success.
hasn’t taken a turn yet in the combat.
Reactions
Infernal Fortitude. If damage reduces the fiend to 0 hit Chain Retaliation. In response to being hit by a melee attack,
points, it must make a Constitution saving throw with a DC the Torture Fiend can make a Chains attack against the
of 5 + the damage taken. On a success, the fiend drops to 1 attacker as a reaction.
hit point instead.

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206
Infernal Furie
The Infernal Furie is a fearsome fiend that embodies the destructive forces of fire and chaos. Standing at
approximately 6 feet tall, this creature possesses a muscular and athletic build, covered in dark, charred scales that
emit an eerie, smoldering glow. Its eyes burn with an intense, fiery glare, and its razor-sharp claws and fangs drip with
molten lava, ready to rend and tear its adversaries apart.

Infernal Furie
Large fiend, chaotic evil

Armor Class 18 (natural armor)


Hit Points 171 (18d10 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+3) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Str +9, Dex +6, Con +5


Skills Perception +6
Damage Resistances fire, bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Infernal, Common
Challenge 9 (5,000 XP)

Infernal Fury. The Infernal Furie’s melee weapon attacks


deal an additional 4d6 fire damage.

Infernal Leap. The Infernal Furie can jump up to 30 feet


horizontally or 15 feet vertically without needing to make
an Athletics check.
Actions
Multiattack. The Infernal Furie makes three attacks: one
with its claws and two with its bite.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one


target. Hit: 15 (2d8 + 6) slashing damage plus 14 (4d6)
fire damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 11 (1d10 + 6) piercing damage plus 14 (4d6)
fire damage.

Fire Breath (Recharge 5-6). The Infernal Furie exhales fire


in a 30-foot cone. Each creature in that area must make
a DC 16 Dexterity saving throw, taking 45 (10d8) fire
damage on a failed save, or half as much damage on a
successful one.

Infernal Burst (1/Day). The Infernal Furie releases a burst


of fiery energy in a 30-foot radius. Each creature in that
area must make a DC 16 Dexterity saving throw, taking
56 (16d6) fire damage on a failed save, or half as much
damage on a successful one.

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207
Apostate Fiend
Medium fiend (demon), chaotic evil

Armor Class 15 (natural armor)


Hit Points 84 (8d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Skills Perception +5, Stealth +7


Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, Common
Challenge 5 (1,800 XP)

Magic Resistance. The apostate fiend has advantage on


saving throws against spells and other magical effects.

Spellcasting. The apostate fiend is a 5th-level spellcaster.


Its spellcasting ability is Charisma (spell save DC 15, +7
to hit with spell attacks). The apostate fiend has the
following sorcerer spells prepared:
Cantrips (at will): chill touch, fire bolt, prestidigitation,
shocking grasp
1st level (4 slots): charm person, magic missile, shield
2nd level (3 slots): invisibility, misty step
3rd level (2 slots): counterspell, fireball

Fiendish Sight. The apostate fiend can see normally in


darkness, both magical and nonmagical, to a distance of
120 feet.
Actions
Multiattack. The apostate fiend makes two melee
attacks or two ranged attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 10 (2d6 + 3) slashing damage.

Infernal Blast. Ranged Spell Attack: +7 to hit, range 120


ft., one target. Hit: 13 (3d8) fire damage.

Soul Drain (Recharge 5-6). The apostate fiend targets one


creature it can see within 30 feet of it. The target must
succeed on a DC 15 Constitution saving throw or take
Apostate Fiend 14 (4d6) necrotic damage and the apostate fiend gains
temporary hit points equal to the damage dealt.
The Apostate Fiend, a vile creature hailing from the
depths of the Abyss, is a formidable medium-sized fiend Summon Demon (1/Day). The apostate fiend attempts
of chaotic evil nature. Known for its cunning intellect (30% chance to succeed) to summon another fiend or a
and wicked powers, this demonic entity strikes fear into demon of CR 4 or lower. The summoned demon
appears in an unoccupied space within 60 feet of the
the hearts of those who dare to cross its path.
apostate fiend, and the summoned demon acts on its
own initiative count. It remains for 1 minute or until it
or the apostate fiend dies or is incapacitated.

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208
Enraged Fiend
The Enraged Fiend is a formidable creature that embodies the chaotic and malevolent essence of Hell. Its twisted
form stands at about 6 feet tall, covered in dark, leathery skin with jagged spikes protruding from its muscular frame.
Glowing, malevolent eyes burn with a fiery intensity, while wickedly sharp claws and fangs hint at its deadly nature.
Driven by an insatiable rage, the Enraged Fiend unleashes havoc upon all that crosses its path. Its mere presence
exudes an aura of fury and chaos, unsettling even the most courageous warriors. The origins of these creatures lie
deep within the 5th circle of Hell, where their fiery temper and destructive tendencies flourish.

Variant: Lord of Fury


Among the Enraged Fiends, there exists a rare and more powerful variant known as Lords of Fury. These monstrous
beings tower over their kin, wielding infernal powers with greater mastery. Lords of Fury command legions of lesser
fiends and act as champions of chaos, spreading destruction wherever they tread. Their wrathful presence is enough
to bring entire realms to their knees, and facing a Lord of Fury is a challenge few survive.

Enraged Fiend
Medium fiend, chaotic evil

Armor Class 14 (natural armor)


Hit Points 35 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

Skills Perception +2, Stealth +4


Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal
Challenge 1 (200 XP)

Fiendish Fury. When the enraged fiend takes damage, it


gains advantage on its next attack roll. This advantage
lasts until the end of its next turn.

Infernal Resilience. The enraged fiend has advantage on


saving throws against being frightened.

Actions
Multiattack. The enraged fiend makes two melee
attacks: one with its claws and one with its bite.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d4 + 3) piercing damage.

Fiery Breath (Recharge 5-6). The enraged fiend exhales


fire in a 15-foot cone. Each creature in that area must
make a DC 12 Dexterity saving throw, taking 14 (4d6)
fire damage on a failed save, or half as much damage on
a successful one.

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209
Lord of Fury Actions
Large fiend, chaotic evil Multiattack. The Lord of Fury makes two melee attacks: one
with its fiery trident and one with its Fiery Slam.
Armor Class 16 (chain mail)
Fiery Trident. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Hit Points 138 (10d10 + 73) one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6)
Speed 40 ft. fire damage.

Hellfire Burst (Recharge 5-6). The Lord of Fury releases a


STR DEX CON INT WIS CHA burst of hellfire in a 20-foot radius centered on itself. Each
20 (+5) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 18 (+4) creature in that area must make a DC 15 Dexterity saving
throw, taking 21 (6d6) fire damage on a failed save, or half
Saving Throws Dex +5, Con +5, Wis +5 as much damage on a successful one.

Skills Perception +5, Intimidation +8 Legendary Actions


Damage Resistances cold, fire; bludgeoning, piercing, and The Lord of Fury can take 3 legendary actions, choosing
slashing from nonmagical attacks from the options below. Only one legendary action option
Senses darkvision 120 ft., passive Perception 15 can be used at a time and only at the end of another
creature’s turn. The Lord of Fury regains spent legendary
Languages Abyssal, Common
actions at the start of its turn.
Challenge 7 (2,900 XP)
Attack. The Lord of Fury makes a melee weapon attack.
Legendary Resistance (1/Day). If the Lord of Fury fails a Fiery Presence. The Lord of Fury gains advantage on its next
saving throw, it can choose to succeed instead. attack roll.
Fiendish Fury. When the Lord of Fury takes damage, it gains Infernal Command (Costs 2 Actions). The Lord of Fury
advantage on its next attack roll. This advantage lasts until chooses one creature it can see within 60 feet of it. The
the end of its next turn. target must succeed on a DC 15 Wisdom saving throw or be
charmed by the Lord of Fury for 1 minute. The charmed
Magic Resistance. The Lord of Fury has advantage on saving
creature regards the Lord of Fury as a trusted ally to be
throws against spells and other magical effects.
heeded and protected, and can repeat this saving throw to
end the effect on it.

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210
Iceforged Fiend
The Iceforged Fiend is a menacing creature that stalks
the frozen realms, its body encased in an icy natural Iceforged Fiend
Medium fiend, neutral evil
armor forged from the very essence of the frigid depths.
Its chilling presence freezes the air around it, and its
clawed hands are capable of delivering icy death to its Armor Class 15 (natural armor)
foes. This fiend exudes an aura of cold, causing even the Hit Points 52 (8d8 + 16)
hardiest of adventurers to shiver in its presence. Speed 30 ft.
Legends tell of these fiends being born from the icy
heart of the 9th circle of Hell, summoned by powerful
STR DEX CON INT WIS CHA
entities to serve as guardians or assassins in wintry
16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
domains.

Skills Perception +3, Stealth +4


Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages Infernal, Common
Challenge 3 (700 XP)

Icebound Body. The fiend’s body is encased in a layer of


icy armor, providing it with resistance to cold damage.

Chilling Aura. Any creature that starts its turn within 5


feet of the fiend must make a DC 13 Constitution saving
throw, taking 7 (2d6) cold damage on a failed save, or
half as much damage on a successful one.

Icy Claws. The fiend’s melee weapon attacks are


considered magical and deal an additional 4 (1d8) cold
damage.

Freezing Grasp. If the fiend hits a creature with both of


its claw attacks on the same turn, the target must make
a DC 13 Dexterity saving throw or become restrained as
ice forms around its body. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on a success.
Actions
Multiattack. The fiend makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 3) slashing damage plus 4 (1d8)
cold damage.

Icy Breath (Recharge 5-6). The fiend exhales a blast of


freezing cold air in a 15-foot cone. Each creature in that
area must make a DC 13 Dexterity saving throw, taking
14 (4d6) cold damage on a failed save, or half as much
damage on a successful one.

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211
Hellish Enforcer
The Hellish Enforcer is a fearsome fiend that resides within the darkest depths of the Nine Hells. Serving as merciless
sentinels and enforcers of infernal law, these fiends embody the relentless pursuit of order and obedience. Clad in
sinister armor and wielding burning greatswords, Hellish Enforcers strike fear into the hearts of those who dare to
oppose them.

Hellish Enforcer
Medium fiend, lawful evil

Armor Class 15 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 11 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Intimidation +2


Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Infernal, Common
Challenge 2 (450 XP)

Hellish Aura. The area within 10 feet of the Hellish


Enforcer is difficult terrain for creatures other than
fiends.e.

Actions
Multiattack. The Hellish Enforcer makes two melee
attacks.

Burning Greatsword. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage
plus 7 (2d6) fire damage.

Infernal Grasp. Melee Weapon Attack: +5 to hit, reach 5


ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
The target must succeed on a DC 13 Strength saving
throw or be grappled by the Hellish Enforcer (escape DC
13).

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212
Gourmand Fiend
Gourmand fiends are twisted, demonic entities that
embody insatiable hunger and gluttony. These
malevolent creatures possess an unnerving combination
of physical prowess and an insidious supernatural aura.
Standing at an imposing height of around 6 feet, the
gourmand fiend possesses a sinewy and muscular
frame. Its body is covered in leathery, green skin that
exudes an eerie glow, giving it an unearthly appearance.
The fiend’s elongated arms end in razor-sharp claws,
while its mouth is filled with rows of serrated teeth that
drip with acidic saliva. Glowing, malevolent eyes burn
with an intense hunger, revealing its relentless desire to
devour anything in its path.

Gourmand Fiend Actions


Medium fiend, chaotic evil Multiattack. The gourmand fiend makes two attacks: one
with its bite and one with its claws.
Armor Class 15 (natural armor)
Hit Points 85 (10d8 + 40) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


STR DEX CON INT WIS CHA Hit: 7 (1d6 + 4) slashing damage.
16 (+3) 14 (+2) 18 (+4) 12 (+1) 12 (+1) 16 (+3)
Devour Soul (Recharge 5-6). The gourmand fiend targets one
creature it can see within 30 feet of it. The target must
Skills Perception +4, Stealth +4 succeed on a DC 14 Constitution saving throw or take 21
Damage Resistances cold, fire, lightning; bludgeoning, (6d6) necrotic damage and the gourmand fiend regains hit
piercing, and slashing damage from nonmagical attacks points equal to the damage dealt.
that aren’t silvered
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Infernal, Common
Challenge 4 (1,100 XP)

Magic Resistance. The gourmand fiend has advantage on


saving throws against spells and other magical effects.

Devourer’s Gaze. When a creature starts its turn within 30


feet of the gourmand fiend and the fiend isn’t incapacitated,
the fiend can force the creature to make a DC 13 Wisdom
saving throw if the fiend isn’t incapacitated. On a failed
save, the creature is frightened for 1 minute. The frightened
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.

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213
Hoardfiend
The Hoardfiend is a fearsome and
malevolent creature that embodies
the insatiable greed and avarice
found within the depths of Hell.
Towering over its victims, this
monstrous fiend possesses a
hulking frame adorned with thick,
scaly skin that acts as natural
armor. Its form is a grotesque
fusion of various creatures,
featuring a serpentine tail,
leathery wings, and razor-sharp
claws. Glowing malevolent eyes
peer out from beneath a crown of
twisted horns, exuding an aura of
darkness and cruelty.

Hoardfiend Legendary Resistance (1/Day). If the hoardfiend fails a saving


Large fiend, chaotic evil throw, it can choose to succeed instead.
Actions
Armor Class 16 (natural armor)
Hit Points 136 (16d10 + 48) Multiattack. The hoardfiend makes two attacks: one with its
Speed 30 ft., fly 30 ft. bite and one with its claw.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


STR DEX CON INT WIS CHA Hit: 12 (2d8 + 4) piercing damage.
19 (+4) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0)
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Skills Perception +5, Stealth +4 target. Hit: 14 (2d10 + 4) slashing damage.
Damage Resistances bludgeoning, piercing, and slashing
Breath of Avarice (Recharge 5-6). The hoardfiend exhales a
from nonmagical attacks
cloud of noxious gas in a 30-foot cone. Each creature in that
Condition Immunities charmed, frightened
area must make a DC 14 Constitution saving throw, taking
Senses darkvision 60 ft., passive Perception 15
28 (8d6) poison damage on a failed save, or half as much
Languages Common, Abyssal
damage on a successful one.
Challenge 6 (2,300 XP)
Treasure Stash (1/Day). The hoardfiend summons a mound
Fiendish Presence. The hoardfiend can project an aura of of treasure in an unoccupied space within 30 feet. The
malevolence and fear. Creatures within 30 feet of the treasure is an illusory image that remains for 1 minute or
hoardfiend have disadvantage on saving throws against until it is touched or attacked. Any creature that moves
being frightened. within 5 feet of the illusion must succeed on a DC 14
Wisdom saving throw or become charmed for 1 minute,
Treasure Hoarder. The hoardfiend is obsessed with collecting regarding the treasure as a prized possession and being
valuable items and treasures. It has advantage on Wisdom unwilling to willingly leave its presence. The effect ends if
(Perception) checks to locate hidden or valuable objects. the illusion is dispelled or the creature takes damage.

INFERNAL BESTIARY
214
Blackened Fiend
The Blackened Fiend is a fearsome and malevolent entity hailing from the darkest corners of the infernal realm. Its
form exudes an aura of seething flames, with smoldering embers licking its charred skin. This fiendish creature stands
at an imposing height, its sinewy muscles rippling beneath its obsidian-like exterior. Its eyes glow with an intense fiery
gaze, emanating an otherworldly menace that sends shivers down the spines of even the bravest adventurers.

Blackened Fiend Shadow Step. As a bonus action, the fiend can magically
Medium fiend, chaotic evil teleport up to 60 feet to an unoccupied space it can see that
is also in dim light or darkness.
Armor Class 18 (natural armor)
Spellcasting. The fiend is a 9th-level spellcaster. Its
Hit Points 160 (16d8 + 96) spellcasting ability is Charisma (spell save DC 17, +9 to hit
Speed 30 ft., fly 40 ft. with spell attacks). The fiend has the following spells
prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation
STR DEX CON INT WIS CHA 1st level (4 slots): burning hands, hellish rebuke, shield
20 (+5) 18 (+4) 22 (+6) 14 (+2) 16 (+3) 20 (+5) 2nd level (3 slots): darkness, scorching ray
3rd level (3 slots): fireball, counterspell
Saving Throws Dex +9, Con +11, Wis +8 4th level (3 slots): wall of fire, dimension door
5th level (2 slots): cone of cold
Skills Perception +8, Stealth +9
Damage Resistances cold, fire, lightning
Actions
Damage Immunities poison Multiattack. The fiend makes two attacks: one with its bite
and one with its claws.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire
Languages Infernal, telepathy 120 ft. damage.
Challenge 10 (5,900 XP)
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire
Aura of Flames. At the start of each of its turns, any creature damage.
within 10 feet of the fiend takes 10 (3d6) fire damage. A
creature that touches or hits the fiend with a melee attack Hellish Fire (Recharge 5-6). The fiend unleashes a wave of
while within 10 feet of it also takes this damage. hellish flames in a 15-foot cone. Each creature in that area
must make a DC 17 Dexterity saving throw, taking 31 (7d8)
Magic Resistance. The fiend has advantage on saving throws fire damage on a failed save, or half as much damage on a
against spells and other magical effects. successful one.

215
Cursed Ones

d
eep within the shadowy recesses of the agony and destruction with but a whispered incantation.
infernal realms, shrouded in an everlasting Others command the elements themselves, bending
gloom, dwell the Cursed Ones. These infernal flames to their will or cloaking themselves in
abhorrent entities are a chilling testament to shadow to strike terror into the hearts of mortals. And
the malevolent forces that bind them, their with each curse comes an unnatural resilience, making
tortured souls forever ensnared in a web of them nigh unstoppable foes to those who dare to
eternal torment. Each of these wretched challenge them.
beings bears the weight of its own unique
curse, a harrowing echo of the Approach with caution, for the Cursed Ones are not
transgressions that led to their damnation or mere victims—they are tormentors in their own right,
the wrath of higher powers that condemned them to this driven by an insatiable desire to spread their suffering
perpetual anguish. to any unfortunate soul who crosses their path. Only the
most vigilant and prepared adventurers dare to face
As varied as the sins that condemned them, the Cursed these cursed beings, armed with both blade and resolve
Ones manifest in a myriad of grotesque forms, each a to withstand the horrors that lie within the infernal
macabre reflection of the curse that shackles them. depths. For within this dark category lies a twisted and
Some are twisted and malformed, their once-human diverse array of cursed entities, each eager to test the
semblance lost to a nightmarish distortion of flesh and mettle of those who would dare to challenge their
bone. Others retain a semblance of their former selves, dominion.
their visages etched with an unending sorrow that
pierces the soul. Yet, regardless of their outward
appearance, they all share a common fate—a fate
steeped in despair and unending suffering.

But it is not merely their ghastly appearance that sets


the Cursed Ones apart; it is the dark powers they wield,
born from the very curses that bind them. Some are
gifted with the blackest of magic, weaving spells of

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216
Hellbound Vampire
Hellbound Vampires are sinister undead creatures
cursed to eternal damnation. Created through dark
rituals and the infusion of infernal energies, these
undead beings embody both the supernatural power
of a vampire and the malevolence of the lower
planes. Unlike their vampiric counterparts, Hellbound
Vampires serve as harbingers of chaos and destruction,
driven by an insatiable hunger for the souls of the living.
Hellbound Vampires possess a haunting and
otherworldly beauty, with pale skin and piercing
crimson eyes that gleam with a sinister fire. They
retain the grace and elegance of their vampiric
origins, but their appearance is twisted by the
corrupting influence of the Lower Planes. Their
fangs are sharper and more pronounced, and their
aura exudes an unsettling aura of malevolence.

Hellbound Vampire Stake to the Heart: If a piercing weapon made of wood is


driven into the vampire’s heart while the vampire is
Medium undead, chaotic evil
incapacitated in its resting place, the vampire is paralyzed
until the stake is removed.
Armor Class 15 (natural armor) Bane of Holy Water: The vampire takes 20 radiant damage
Hit Points 78 (12d8 + 24) when it starts its turn in running water or ends its turn in
sunlight, and it must make a DC 15 Constitution saving
Speed 30 ft. throw or be destroyed if it is reduced to 0 hit points by
this damage.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 15 (+2) 12 (+1) 10 (+0) 16 (+3)
Actions
Multiattack. The vampire makes two attacks, only one of
Saving Throws Dex +6, Wis +3 which can be a bite attack.

Damage Resistances necrotic, fire; bludgeoning, piercing, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
and slashing from nonmagical attacks creature, or a creature that is grappled by the vampire,
Senses darkvision 60 ft., passive Perception 10 incapacitated, or restrained. Hit: 8 (1d8 + 4) piercing
damage plus 7 (2d6) necrotic damage. The target’s hit point
Languages Common maximum is reduced by an amount equal to the necrotic
Challenge 4 (1,100 XP) damage taken, and the vampire regains hit points equal to
that amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point
Regeneration. The vampire regains 10 hit points at the start maximum to 0.
of its turn if it has at least 1 hit point and isn’t in sunlight or
running water. If the vampire takes radiant damage or Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
damage from holy water, this trait doesn’t function at the Hit: 7 (1d6 + 4) slashing damage. Instead of dealing
start of the vampire’s next turn. damage, the vampire can grapple the target (escape DC 14)
provided the target is Medium or smaller.
Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make Shadowy Mist (Recharge 5-6). The vampire transforms into a
an ability check. cloud of mist, or back into its true form. While in mist form,
the vampire can’t take any actions, speak, or manipulate
Vampiric Weaknesses. The vampire has the following flaws: objects. It is weightless, has a flying speed of 20 feet, can
hover, and can enter a creature’s space and stop there. In
Sunlight Hypersensitivity: While in sunlight, the vampire
addition, if air can pass through a space, the mist can do so
has disadvantage on attack rolls and ability checks.
without squeezing, and it can’t pass through water. The
Running Water Aversion: The vampire can’t enter a body
vampire can revert to its true form as a bonus action on its
of running water, such as a river or stream. It can cross
turn. While in mist form, the vampire has resistance to all
running water, but its speed is halved while doing so.
damage except radiant damage, and it can’t regain hit
points or gain temporary hit points.

INFERNAL BESTIARY
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Houndmaster of Ruin
Houndmasters of Ruin are sinister and merciless
figures who command a pack of vicious hellhounds to
carry out their bidding. These formidable adversaries
are often encountered in the darkest corners of the
world, lurking in ruined fortresses and desolate
wastelands. Clad in leather armor or furs and wielding
deadly weapons, they strike fear into the hearts of their
enemies.

Houndmaster of Ruin
Medium humanoid (human), chaotic evil

Armor Class 16 (breastplate)


Hit Points 120 (16d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Skills Animal Handling +5, Perception +4, Survival +4


Senses passive Perception 14
Languages Common
Challenge 8 (3,900 XP) Hellhound
Medium beast, neutral evil
Pack Tactics. The houndmaster have advantage on an
attack roll against a creature if at least one of their Armor Class 14
hellhounds’ allies is within 5 feet of the creature and the Hit Points 52 (8d8 + 16)
ally isn’t incapacitated. Speed 40 ft.

Command Hounds. As a bonus action, the houndmaster STR DEX CON INT WIS CHA
can command any number of their hellhounds within 60
16 (+3) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
feet of them to make an attack.

Call Reinforcements (3/Day). The houndmaster can call Skills Perception +3


for reinforcements, summoning 1d4 hellhounds to join Senses passive Perception 13
the battle. The summoned hellhounds appear in Languages -
unoccupied spaces within 30 feet of the houndmasters. Challenge 2 (450 XP)
They act immediately after the houndmaster in the
initiative order. Keen Hearing and Smell. The hellhound has advantage
on Wisdom (Perception) checks that rely on hearing or
Actions smell.
Multiattack. The houndmaster makes two attacks with
their longsword or two ranged attacks with their Pack Tactics. The hellhound has advantage on an attack
longbow. roll against a creature if at least one of its allies is within
5 feet of the creature and the ally isn’t incapacitated.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., Actions
one target. Hit: 8 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +5 to hit, range target. Hit: 6 (1d8 + 2) piercing damage. If the target is a
150/600 ft., one target. Hit: 7 (1d8 + 2) piercing creature, it must succeed on a DC 12 Strength saving
damage. throw or be knocked prone.

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Cursed Ogre
Cursed Ogres are hulking creatures of pure malevolence, their forms grotesquely altered by the sinister forces that
have plagued them. Once ordinary ogres, these beings have become vessels of dark enchantments, transforming into
monstrous abominations that strike terror into the hearts of all who behold them. Their immense size and unnatural
strength are only matched by their insatiable thirst for bloodshed.

Cursed Ogre
Large giant, chaotic evil

Armor Class 15 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 6 (-2)

Saving Throws Constitution +6, Wisdom +3


Skills Perception +3, Stealth +1
Damage Resistances Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 7 (2,900 XP)

Bloodthirsty Rage. When a cursed ogre takes damage, it


gains advantage on its next melee attack roll.
Additionally, while in this rage, it has resistance to
bludgeoning, piercing, and slashing damage from
nonmagical weapons.

Regeneration. At the start of its turn, the cursed ogre


regains 10 hit points if it has at least 1 hit point
remaining.

Spell Resistance. The cursed ogre has advantage on


saving throws against spells and other magical effects.
Actions
Multiattack. The cursed ogre makes two greataxe
attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft.,


one target. Hit: 21 (3d10 + 5) slashing damage.

Trample. The cursed ogre moves up to its speed in a


straight line and can move through the space of any
creature smaller than Huge. Each creature in the cursed
ogre’s path must make a DC 15 Dexterity saving throw,
taking 21 (3d10 + 5) bludgeoning damage on a failed
save, or half as much damage on a successful one.

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Otyugh Feaster
The Otyugh Feasters are large aberrations with a insatiable hunger for flesh, known for their aggressive tendencies
and their ability to thrive in the filthiest environments. These monstrous creatures are often found lurking in the
darkest corners of sewers, dungeons, and other squalid places, where they feast upon any unfortunate prey that
crosses their path. Despite their repulsive appearance, Otyugh Feasters possess a certain level of cunning and are
capable of setting up ambushes to ensure a steady supply of sustenance.

Otyugh Feaster
Large aberration, neutral evil

Armor Class 15 (natural armor)


Hit Points 93 (11d10 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 4 (-3) 13 (+1) 6 (-2)

Skills Perception +4, Stealth +3


Senses darkvision 120 ft., passive Perception 14
Languages Undercommon
Challenge 5 (1,800 XP)

Stench. Any creature that starts its turn within 10 feet of


the Otyugh Feasters must succeed on a DC 14
Constitution saving throw or be poisoned until the start
of its next turn. On a successful saving throw, the
creature is immune to the Otyugh Feasters’ stench for
24 hours.
Actions
Multiattack. The Otyugh Feasters makes three attacks:
one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6)
poison damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft.,


one target. Hit: 7 (1d8 + 3) bludgeoning damage. The
target is grappled (escape DC 13) if the Otyugh Feasters
isn’t already grappling a creature, and the target is
restrained until the grapple ends.

Gore (Recharge 5 - 6). The Otyugh Feasters lowers its


head and charges at a target within 20 feet. The target
must succeed on a DC 14 Dexterity saving throw or take
14 (3d6 + 3) piercing damage and be knocked prone.
On a successful save, the target takes half damage and
isn’t knocked prone.

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Soul Manipulators

i
n the vast and ominous realm of the Their methods are as varied as they are diabolical.
infernal, where shadows dance with sinister Some weave intricate spells that ensnare their victims
intent and the air is thick with the scent of in a web of agony, while others invoke nightmares so
malevolence, there exists a cadre of beings vivid and horrifying that they leave scars upon the
whose very existence is intertwined with the psyche that may never heal. Still, others possess the
essence of torment and suffering. Among the ability to fracture the very essence of an individual’s
dark inhabitants that call this domain home, identity, leaving behind naught but a hollow shell of
the Soul Manipulators reign supreme, their their former self.
mastery over the macabre arts setting them
apart as the architects of despair. Yet, it is not merely the depths of their depravity that set
Soul Manipulators apart; it is the insatiable hunger that
These vile entities possess an intrinsic connection to the drives them. For in the twisted hierarchy of the infernal
deepest recesses of the human soul, a connection that realms, power is the ultimate currency, and souls the
allows them to tap into the raw energy that courses most coveted of treasures. And so, these dark beings
through mortal beings. With chilling precision, they roam the shadows, forever seeking to sate their hunger,
wield this spiritual essence like a weapon, twisting and forever seeking to expand their dominion over the realm
contorting it to suit their nefarious desires. of the living.

But their power extends far beyond mere manipulation; Their existence is a blight upon the tapestry of creation,
it delves into the very fabric of existence itself. Through a reminder of the darkness that lurks in the hearts of all
ancient rituals shrouded in darkness, cursed artifacts beings. And though their influence may wax and wane
steeped in malevolence, and pacts forged in the fires of with the passing of eons, the legacy of their malevolence
damnation, Soul Manipulators command a myriad of shall endure, a shadow that stretches across the annals
supernatural abilities that grant them dominion over the of time itself.
souls of the living.

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Soul Drainer
Soul Drainers are sinister undead creatures that dwell in the darkest corners of the world, forever hungering for the
essence of living beings. These malevolent beings are often found lurking in ancient ruins, haunted crypts, or other
places steeped in death and despair.

Soul Drainer
Medium undead, neutral evil

Armor Class 16 (natural armor)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Damage Resistances necrotic


Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

Life Drain. When the soul drainer hits with a melee


weapon attack, it deals an additional 10 (3d6) necrotic
damage to the target. The target must also succeed on a
DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a
long rest. A creature reduced to 0 hit points by this
damage dies, and its soul is consumed by the soul
drainer.

Ethereal Sight. The soul drainer can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice
versa.

Rejuvenating Aura. The soul drainer emits an aura of


malevolent energy within a 15-foot radius. At the start of
each of its turns, the soul drainer regains 2 hit points for
each other creature in the aura (minimum of 2).

Actions
Multiattack. The soul drainer makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 9 (2d6 + 2) slashing damage.

Life Drain Ray (Recharge 5-6). The soul drainer fires a ray
of necrotic energy at a creature it can see within 60 feet
of it. The target must make a DC 13 Dexterity saving
throw, taking 17 (5d6) necrotic damage on a failed save,
or half as much damage on a successful one.

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Soul Destroyer
The Soul Destroyer is a fearsome undead
creature that resembles a skeletal drake, a
menacing combination of draconic and
undead features. Born from dark rituals
and infused with the essence of
necromantic energy, these creatures
are harbingers of death and despair.
With their sharp fangs, razor-sharp
claws, and an aura of desolation,
they strike terror into the hearts of
all who encounter them.

Soul Destroyer Rejuvenating Death. When the Soul Destroyer is reduced to


0 hit points, it explodes in a burst of dark energy. Each
Large undead, chaotic evil
creature within 30 feet of it must make a DC 14 Constitution
saving throw, taking 21 (6d6) necrotic damage on a failed
Armor Class 17 (natural armor) save, or half as much damage on a successful one.
Hit Points 123 (13d10 + 52)
Speed 30 ft., fly 50 ft. Actions
Multiattack. The Soul Destroyer makes two attacks: one with
STR DEX CON INT WIS CHA its bite and one with its claws.
18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 16 (+3)
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 4) piercing damage plus 7 (2d6) necrotic
Saving Throws Dex +5, Wis +4, Cha +6 damage.
Damage Resistances necrotic
Damage Immunities poison Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Condition Immunities exhaustion, poisoned Hit: 12 (2d6 + 4) slashing damage.
Senses darkvision 120 ft., passive Perception 11
Languages Common, Draconic Frightful Presence. Each creature of the Soul Destroyer’s
Challenge 7 (2,900 XP) choice that is within 120 feet of it and aware of it must
succeed on a DC 14 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
Aura of Desolation. At the start of its turn, each creature throw at the end of each of its turns, ending the effect on
within 10 feet of the Soul Destroyer takes 10 (3d6) necrotic itself on a success. If a creature’s saving throw is successful
damage. Undead creatures are immune to this effect.
or the effect ends for it, the creature is immune to the Soul
Destroyer’s Frightful Presence for the next 24 hours.

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Soul Leech
The Soul Leech is a sinister aberration that feeds on the life essence of living beings. Its small, elongated body is
covered in smooth, dark gray skin that seems to absorb any light around it. With its sharp fangs and elongated limbs,
the Soul Leech is a formidable predator lurking in the shadows. Its eerie presence instills fear and unease in those
unfortunate enough to encounter it.

Soul Leech
Tiny aberration, neutral evil

Armor Class 14 (natural armor)


Hit Points 22 (6d4 + 7)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills Stealth +5
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages understands Deep Speech but can’t speak
Challenge 1 (200 XP)

Shadow Stealth. While in dim light or darkness, the soul


leech can take the Hide action as a bonus action.

Soul Drain. Whenever the soul leech hits a creature with


its bite attack, the target must make a DC 11
Constitution saving throw, taking 9 (2d8) necrotic
damage on a failed save, or half as much damage on a
successful one. The soul leech gains temporary hit
points equal to the damage dealt.

Spider Climb. The soul leech can climb difficult surfaces,


including upside down on ceilings, without needing to
make an ability check.

Sunlight Sensitivity. While in sunlight, the soul leech has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6)
necrotic damage.

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Soul Collector
Soul Collectors are fearsome undeads with a haunting presence that instills terror in the hearts of mortals. These
malevolent beings are charged with a grim task - to harvest and imprison souls for their dark masters. Standing at an
imposing height and cloaked in shadows, they emanate an aura of pure dread, causing even the bravest warriors to
quiver in fear. Clad in hardened blackened armor that seems to absorb light, their eyes glow with an otherworldly
radiance, their gaze capable of penetrating the deepest recesses of a person’s soul. Their most distinctive feature is a
wicked scythe they wield with deadly precision.

Soul Collector
Medium undead, lawful evil

Armor Class 17 (natural armor)


Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 20 (+5)

Skills Perception +5, Stealth +7


Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Infernal, Common
Challenge 5 (1,800 XP)

Aura of Dread. At the start of each of its turns, any


creature within 30 feet of the soul collector must make a
DC 15 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.

Soul Drain. Whenever the soul collector hits a creature


with a melee weapon attack, the target takes an extra 10
(3d6) necrotic damage, and the soul collector gains
temporary hit points equal to the damage dealt.

Magic Resistance. The soul collector has advantage on


saving throws against spells and other magical effects.
Actions
Multiattack. The soul collector makes two scythe
attacks.

Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6)
necrotic damage.

Soul Extraction (Recharge 5-6). The soul collector targets


one creature it can see within 60 feet of it. The target
must succeed on a DC 15 Wisdom saving throw or its
soul is extracted, and it gains one level of exhaustion.
While its soul is extracted, the creature’s hit point
maximum is reduced by 10 (3d6). The soul can be
restored by greater restoration or similar magic.

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Cultists and Inquisitors

w
ithin this malevolent domain, you will The Cultists and Inquisitors draw power from the
find yourself immersed in a chilling darkest recesses of the infernal planes, channeling their
tableau of darkness, where every shadow malefic energies into forbidden rituals and wicked
seems to pulse with a sinister energy. incantations that seethe with the promise of destruction
Here, amidst the echoing whispers of and damnation. With their twisted knowledge of
ancient evils, you will encounter a myriad forbidden arts and hidden secrets, they can unleash
of diabolical beings whose devotion to curses that wither the soul, summon dark entities that
darkness and their infernal masters knows hunger for mortal flesh, and even manipulate the very
no bounds. fabric of reality itself, leaving naught but chaos and
despair in their wake.
These wicked creatures, veiled in shadow and draped in
malevolence, embody the twisted beliefs and fanatical But beware, for these malevolent beings are not to be
zealotry that infest the infernal realms. As ardent underestimated. Clad in dark robes and bearing
worshippers of infernal powers, the Cultists and symbols of their sinister affiliations, they move stealthily
Inquisitors are driven by an insatiable desire to spread through the shadows, their every step a whisper of
chaos, corruption, and suffering throughout the realms, impending doom. Infiltrating unsuspecting
their every action a testament to their dedication to the communities, they ensnare the weak-willed with
abyssal forces they serve. promises of power and forbidden knowledge, their
words dripping with honeyed poison as they lure their
In this category, you will find an assortment of unholy victims into the abyssal depths of damnation. They are
minions and sinister leaders who orchestrate their vile masters of manipulation, using fear and intimidation to
machinations with meticulous precision. From lowly bend others to their unholy will, their very presence a
acolytes to sinister high priests, these creatures are harbinger of dread and despair.
bound by a perverted sense of devotion, sacrificing their
own morality in service to their dark lords, their hearts
consumed by the black flames of damnation.

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Heretic Scribe
Heretic scribes are sinister individuals who delve into forbidden knowledge and dabble in dark magic. Often found in
secretive cults or shadowy organizations, these small humanoid creatures possess a thirst for power and seek to
unlock the secrets of the arcane. Clad in dark robes and armed with a trusty spellbook, heretic scribes are formidable
foes who combine their magical prowess with deceptive tactics to outwit and manipulate their adversaries.

Heretic Scribe
Medium humanoid (human), neutral evil

Armor Class 13 (leather armor)


Hit Points 16 (3d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 15 (+2) 13 (+1) 12 (+1)

Skills Arcana +4, Deception +3, Insight +3


Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)

Spellcasting. The heretic scribe is a 3rd-level spellcaster.


Its spellcasting ability is Intelligence (spell save DC 12,
+4 to hit with spell attacks). The heretic scribe has the
following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation
1st level (4 slots): charm person, magic missile, shield
2nd level (2 slots): hold person, invisibility

Heretic Scholar. The heretic scribe has advantage on


Intelligence (Arcana) checks related to infernal or
forbidden knowledge.

Bookish Defense. The heretic scribe gains a +2 bonus to


AC against melee attacks while wielding a spellbook.

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

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Sinister Inquisitor
The Sinister Inquisitor is a figure feared and loathed in equal measure, an embodiment of ruthless justice and
fanatical devotion. Clad in darkened chain mail and wielding a rapier with deadly precision, this menacing individual
exudes an air of authority and malevolence. Behind their piercing gaze lies a mind sharp as a blade, honed by years of
training in martial combat and the manipulation of arcane powers.

Variant: Supreme Infernal Inquisitor


The Supreme Infernal Inquisitor represents the pinnacle of power within the hierarchy of the Sinister Inquisitors.
These elite individuals have ascended to the highest echelons of their order through sheer ruthlessness and
unwavering devotion to their infernal patrons.

Sinister Inquisitor
Medium humanoid (human), lawful evil

Armor Class 16 (chain mail, shield)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 16 (+3)

Saving Throws Wis +4, Cha +5


Skills Insight +6, Intimidation +8, Perception +4
Senses passive Perception 14
Languages: : Common, Infernal
Challenge 5 (1,800 XP)

Inquisitorial Authority. The sinister inquisitor can take the


Dodge action as a bonus action on its turn.

Spellcasting. The sinister inquisitor is a 5th-level


spellcaster. Its spellcasting ability is Intelligence (spell
save DC 14, +6 to hit with spell attacks). The sinister
inquisitor has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion
1st level (4 slots): charm person, disguise self, shield
2nd level (3 slots): hold person, misty step
3rd level (2 slots): counterspell, fear

Actions
Multiattack. The sinister inquisitor makes two melee
attacks or casts a spell and makes one melee attack.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) piercing damage.

Smite the Heretic (Recharge 5-6). The sinister inquisitor


imbues its weapon with dark energy and makes a melee
weapon attack. On a hit, the target takes an additional
10 (3d6) necrotic damage.

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228
Supreme Infernal 1st level (4 slots): command, divine favor, wrathful smite
2nd level (3 slots): hold person, branding smite, spiritual
Inquisitor weapon
Medium humanoid (corrupted/fire paladin), lawful evil 3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): fire shield, staggering smite
5th level (1 slot): banishing smite, destructive wave
Armor Class 19 (plate armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
Actions
Multiattack. The Supreme Infernal Inquisitor makes three
STR DEX CON INT WIS CHA melee attacks: two with its longsword and one with its
infernal fire bolt.
18 (+4) 12 (+1) 18 (+4) 14 (+2) 16 (+3) 18 (+4)
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Saving Throws Wisdom +7, Charisma +8 target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5)
Skills Insight +7, Intimidation +8, Religion +5 slashing damage if used with two hands, plus 4 (1d8) fire
Damage Resistances fire damage.
Condition Immunities frightened
Infernal Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft.,
Senses passive Perception 13 one target. Hit: 15 (3d8 + 2) fire damage.
Languages Infernal, Common
Challenge 8 (3,900 XP) Fiery Smite (Recharge 5-6). The Supreme Infernal Inquisitor
infuses its weapon with dark flames. On its next successful
weapon attack, the target takes an additional 14 (4d6) fire
Infernal Smite. When the Supreme Infernal Inquisitor hits a damage and must make a DC 16 Dexterity saving throw,
creature with a melee weapon attack, it can expend a spell taking an additional 7 (2d6) fire damage on a failed save, or
slot to deal an additional 4d8 fire damage to the target, plus half as much damage on a successful one.
1d8 fire damage for each level higher than 1st.
Hellish Rebuke (1/Day). The Supreme Infernal Inquisitor
Spellcasting. The Supreme Infernal Inquisitor is a 10th-level points a finger at a creature that has damaged it. The
spellcaster. Its spellcasting ability is Charisma (spell save creature must make a DC 16 Dexterity saving throw. On a
DC 16, +8 to hit with spell attacks). The Supreme Infernal failed save, the creature takes 21 (6d6) fire damage, or half
Inquisitor has the following paladin spells prepared: as much damage on a successful save.
Cantrips (at will): sacred flame, thaumaturgy

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229
Damned Cultist
Damned Cultists are devout followers of dark and malevolent forces, bound by an unwavering commitment to their
sinister beliefs. These insidious individuals are willing to embrace damnation in exchange for forbidden knowledge
and the power it bestows. Cloaked in shadows and bearing the marks of their unholy allegiance, Damned Cultists are a
menacing presence, spreading chaos and despair wherever they tread.

Damned Cultist
Medium humanoid (human), lawful evil

Armor Class 12 (leather armor)


Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills Perception +4, Religion +3


Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)

Spellcasting. The cultist is a 3rd-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). The cultist has the following
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): bane, command, inflict wounds
2nd level (2 slots): hold person, spiritual weapon

Fanatic. The cultist has advantage on saving throws


against being charmed or frightened.

Dark Ritual. Once per long rest, as an action, the cultist


can attempt to perform a dark ritual. This requires
concentration and takes 1 minute to complete. At the
end of the ritual, the cultist can summon a demon of
challenge rating 1 or lower, which is hostile to all
creatures except the cultist. The summoned demon
remains for 1 hour or until it is reduced to 0 hit points,
at which point it disappears. If the cultist loses
concentration or is incapacitated, the ritual fails.

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

Infernal Blast. Ranged Spell Attack: +5 to hit, range 60 ft.,


one target. Hit: 9 (2d8) necrotic damage.

INFERNAL BESTIARY
230
Cultist of Asmodeus
Cultists of Asmodeus are devoted followers
of the archdevil, Asmodeus, ruler of the
Nine Hells. These sinister individuals
willingly offer their souls and dedicate
their lives to serving their infernal master.
Clad in darkened chain mail adorned
with unholy symbols, the Cultists of
Asmodeus are a formidable presence
on the battlefield, blending martial
prowess with insidious spellcasting.

Cultist of Asmodeus Dark One’s Blessing (1/Day). When the cultist reduces a
creature to 0 hit points with a spell, it regains hit points
Medium humanoid (human), lawful evil equal to 2d12+3.

Armor Class 15 (chain mail) Actions


Hit Points 136 (16d8 + 64)
Speed 30 ft. Multiattack. The cultist makes two attacks with its rapier.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one


STR DEX CON INT WIS CHA target. Hit: 8 (1d8 + 4) piercing damage.
16 (+3) 13 (+1) 18 (+4) 15 (+2) 12 (+1) 18 (+4)
Infernal Blast (Recharge 6). The cultist unleashes a blast of
infernal energy. Each creature within a 15-foot cone
Saving Throws Wisdom +5, Charisma +8 originating from the cultist must make a DC 16 Dexterity
Skills Deception +8, Insight +5, Religion +5 saving throw, taking 17 (5d6) fire damage on a failed save,
Damage Resistances fire or half as much damage on a successful one.
Senses passive Perception 11
Languages Common, Infernal Summon Fiend (1/Day). The cultist attempts to summon a
Challenge 13 (10,000 XP) fiendish ally from the Nine Hells. The specific fiend
summoned is determined by the DM and should be
Infernal Resistance. The cultist has advantage on saving appropriate for a challenge rating 6 or lower. The
throws against being charmed or frightened. summoned creature appears in an unoccupied space within
60 feet of the cultist and acts immediately, obeying the
Spellcasting. The cultist is a 12th-level spellcaster. Its cultist’s commands to the best of its ability.
spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The cultist has the following warlock Reactions
spells prepared:
Cantrips (at will): eldritch blast, prestidigitation, Hellish Rebuke. In response to being damaged by a creature
thaumaturgy within 60 feet of it that it can see, the cultist points a finger
1st level (4 slots): command, comprehend languages, and the creature must make a DC 16 Dexterity saving throw,
hellish rebuke, protection from good and evil taking 21 (6d6) fire damage on a failed save, or half as
2nd level (3 slots): hold person, scorching ray much damage on a successful one.
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): banishment, wall of fire
5th level (2 slots): cone of cold, dominate person

INFERNAL BESTIARY
231
Titans and Giants

w
ithin the fiery depths of the infernal Each Titan exudes an aura of dread and supremacy,
realms, where torment and despair know their eyes burning with the fires of creation and
no bounds, dwell the colossal beings destruction. Their massive forms are often adorned with
known as Titans and Giants. These armor forged in the inferno’s heart, and their voices,
immense and powerful creatures are the when they speak, echo like thunder across the desolate
epitome of strength and magnitude, plains.
embodying the overwhelming force that
resides within the infernal plane. In this Giants, on the other hand, while slightly less colossal
nightmarish landscape, the air is thick than Titans, are by no means any less formidable. These
with the acrid stench of brimstone, and the monstrous beings are born from the wicked souls of
skies are perpetually shrouded in an ominous, blood-red mortals who embraced corruption and wickedness
hue. Rivers of molten lava carve their way through the during their mortal lives. Giants possess grotesque and
desolate terrain, casting an eerie glow that illuminates twisted forms, towering over the damned souls around
the fearsome denizens of this hellish domain. them. Their skin is often scarred and burned, a
testament to the suffering they both endured and now
Titans, with their imposing presence and towering inflict. They are fueled by an insatiable hunger for
stature, command awe and fear in equal measure. Born destruction and revel in inflicting suffering upon those
from ancient chaos, these ancient deities possess unfortunate enough to cross their path. Their immense
unrivaled might, and their forms radiate a sense of strength allows them to crush their enemies with
primordial grandeur. Their immense power manifests devastating blows, shatter fortresses with a single
through devastating elemental forces, as they can wield swing, and wield weapons of immense size with
flames, earthquakes, storms, and other cataclysmic astonishing proficiency. Giants are often seen leading
phenomena with ease. Titans are often associated with hordes of lesser demons, their brutal tactics and savage
the deepest layers of the infernal domains, where they leadership ensuring their dominance in the perpetual
reign as brooding lords over their dominions. warfare of the infernal realms.

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232
Chaos Titan
The Chaos Titan is an immense and
terrifying creature, a true force of
destruction in the realm of
elemental chaos. Born from the
swirling energies of the
Elemental Plane, this colossal
entity embodies the volatile
and capricious nature of
chaos itself. Towering over the
landscape, the Chaos Titan
exudes an aura of raw power
that sends shivers down the
spines of even the
bravest warriors.

Chaos Titan Elemental Demise. If the titan is reduced to 0 hit points, it


explodes in a burst of chaotic energy. Each creature within
Gargantuan elemental, chaotic evil 60 feet of the titan must make a DC 22 Dexterity saving
throw, taking 66 (12d10) force damage on a failed save, or
Armor Class 23 (natural armor) half as much damage on a successful one. The explosion
Hit Points 700 (28d20 + 420) destroys the titan’s remains.

Speed 50 ft. Siege Monster. The titan deals double damage to objects and
structures.
STR DEX CON INT WIS CHA Actions
30 (+10) 12 (+1) 28 (+9) 10 (+0) 14 (+2) 16 (+3)
Multiattack. The titan makes two attacks: one with its
thunderous slam and one with its chaotic storm.
Saving Throws Str +19, Con +18, Wis +9, Cha +10
Damage Resistances bludgeoning, piercing, and slashing Thunderous Slam. Melee Weapon Attack: +19 to hit, reach 20
damage from nonmagical attacks ft., one target. Hit: 55 (6d12 + 10) bludgeoning damage and
the target must succeed on a DC 23 Strength saving throw
Damage Immunities lightning, thunder or be knocked prone.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Chaotic Storm. The titan summons a swirling storm of
chaotic energy in a 60-foot cone. Each creature in that area
Senses truesight 120 ft., passive Perception 12 must make a DC 23 Dexterity saving throw, taking 44 (8d10)
Languages Primordial force damage and 44 (8d10) lightning damage on a failed
save, or half as much damage on a successful one.
Challenge 23 (50,000 XP)
Chaos Bolt (Recharge 5-6). The titan hurls a bolt of chaotic
Legendary Resistance (3/Day). If the titan fails a saving throw, energy at a target within 120 feet. The target must make a
it can choose to succeed instead. DC 23 Dexterity saving throw, taking 55 (10d10) force
damage on a failed save, or half as much damage on a
Magic Resistance. The titan has advantage on saving throws successful one.
against spells and other magical effects.
Bellowing Roar (1/Day). The titan releases a thunderous roar.
Immutable Form. The titan is immune to any spell or effect Each creature of the titan’s choice within 120 feet of it must
that would alter its form. make a DC 23 Constitution saving throw. On a failed save,
the creature is stunned until the end of its next turn.

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233
Corrupted Titan
The Corrupted Titan is a horrifying sight to
behold, a towering abomination that embodies
the twisted forces of black magic and
necromantic energy. Once a mighty titan, this
colossal creature has been corrupted by
dark powers, transforming it into a
relentless and malevolent force of
destruction.

Corrupted Titan Black Magic Mastery. The corrupted titan has access to a
pool of black magic energy. It can use its black magic to cast
Gargantuan undead, chaotic evil
spells as if it were a 9th-level spellcaster (spell save DC 20;
+12 to hit with spell attacks). It can cast the following spells:
Armor Class 20 (natural armor) At will: dissonant whispers, ray of enfeeblement, vampiric
Hit Points 360 (20d20 + 140) touch
Speed 50 ft. 3/day each: circle of death, blight, finger of death, dominate
person
STR DEX CON INT WIS CHA 1/day: power word kill
30 (+10) 8 (-1) 26 (+8) 10 (+0) 12 (+1) 18 (+4)
Actions
Saving Throws Str +18, Con +15, Wis +8, Cha +12 Multiattack. The corrupted titan can make two slam attacks.
Skills Perception +13
Damage Resistances necrotic; bludgeoning, piercing, and Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one
slashing from nonmagical attacks target. Hit: 33 (4d10 + 10) bludgeoning damage.
Damage Immunities poison Black Magic Burst (Recharge 5-6). The corrupted titan
Condition Immunities exhaustion, poisoned releases a burst of black magic energy in a 60-foot cone.
Senses darkvision 120 ft., passive Perception 23 Each creature in that area must make a DC 20 Dexterity
Languages Abyssal, Common saving throw, taking 77 (22d6) necrotic damage on a failed
Challenge 19 (22,000 XP) save, or half as much damage on a successful one.

Magic Resistance. The corrupted titan has advantage on Titanic Roar (Recharge 6). The corrupted titan lets out a
saving throws against spells and other magical effects. bone-chilling roar. Each creature of its choice within 60 feet
of it must make a DC 18 Wisdom saving throw or be
Undead Fortitude. If damage reduces the corrupted titan to 0 frightened for 1 minute. A frightened creature can repeat the
hit points, it must make a Constitution saving throw with a saving throw at the end of each of its turns, ending the
DC of 5 + the damage taken, unless the damage is radiant effect on a success. If a creature’s saving throw is successful
or from a critical hit. On a success, the corrupted titan or the effect ends for it, the creature is immune to the
drops to 1 hit point instead. corrupted titan’s Titanic Roar for the next 24 hours.

Aura of Corruption. At the start of each of its turns, the


corrupted titan emits an aura of corruptive energy in a 30-
foot radius. Creatures of its choice within the aura must
make a DC 18 Constitution saving throw or suffer 22 (4d10)
necrotic damage and be poisoned until the start of their
next turn.

INFERNAL BESTIARY
234
Gluttonous Giant
The Gluttonous Giant is a terrifying creature of
immense size and insatiable hunger. Towering
over its enemies, this monstrosity strikes fear
into the hearts of those unfortunate
enough to cross its path. With its
grotesque appearance and voracious
appetite, it embodies the embodiment of
gluttony and chaos.

Gluttonous Giant swallowed creature is blinded and restrained, it has total


cover against attacks and other effects outside the giant,
Huge monstrosity, chaotic evil and it takes 24 (7d6) acid damage at the start of each of the
giant’s turns. If the giant takes 30 damage or more on a
Armor Class 16 (natural armor) single turn from a creature inside it, the giant must succeed
Hit Points 178 (17d12 + 68) on a DC 16 Constitution saving throw at the end of that turn
Speed 40 ft. or regurgitate all swallowed creatures, which fall prone in a
space within 10 feet of the giant. If the giant dies, a
STR DEX CON INT WIS CHA swallowed creature is no longer restrained by it and can
escape from the corpse by using 15 feet of movement,
23 (+6) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 6 (-2)
exiting prone.

Saving Throws Con +8, Wis +4 Hungry Strikes. When the giant hits a creature with a melee
Skills Perception +4 attack, the target takes an extra 14 (4d6) acid damage.
Damage Immunities poison, acid
Condition Immunities poisoned Actions
Senses darkvision 60 ft., passive Perception 14 Multiattack. The giant makes two attacks: one with its bite
Languages None and one with its claw.
Challenge 9 (5,000 XP)
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Keen Smell. The giant has advantage on Wisdom target. Hit 20 (3d8 + 6) piercing damage plus 14 (4d6) acid
(Perception) checks that rely on smell. damage. If the target is a creature, it is grappled (escape DC
16). Until this grapple ends, the target is restrained, and the
Stomach of Gluttony. When the giant starts its turn, any giant can’t bite another target.
creatures grappled by it must succeed on a DC 16
Constitution saving throw or be swallowed by the giant. A Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit 16 (3d6 + 6) slashing damage.

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235
Demonic Frost Giant
Huge giant, chaotic evil

Armor Class 15 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 20 (+5)

Saving Throws Con +8, Wis +3


Skills Athletics +12, Perception +3, Deception +8
Damage Resistances cold, fire
Senses passive Perception 13
Languages Giant, Abyssal
Challenge 8 (3,900 XP)

Perceptive. The giant has advantage on Wisdom


(Perception) checks.

Cold Weapons. The giant’s weapon attacks are


considered magical.

Fiend Leader. Any fiend within 120 feet of the giant, with
a CR of 7 or lower, gains a +2 bonus to attack and
damage rolls if they can see the giant.

Demonic Fury: The giant can cast aside all concern for
defense to unleash its inner demonic rage. When it
makes its first attack on its turn, it can choose to attack
with fury. Doing so grants it advantage on melee
weapon attack rolls for that turn, but also grants
attackers advantage on attack rolls against it until the
start of its next turn.
Actions
Multiattack. The frost giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft.,


one target. Hit: 30 (6d6 + 6) slashing damage.

Demonic Frost Giant Rock Throw. Ranged Weapon Attack: +12 to hit, range
60/240 ft., one target. Hit: 35 (4d12 + 6) bludgeoning
Demonic Frost Giants, towering and powerful
creatures, are a menace of the icy-cold areas, deep in damage.
Hell. Standing over 20 feet tall, these demonic giants Freezing Stomp (Recharge 5-6). The frost giant stomps
possess an intimidating presence that sends chills down the ground, causing ice shards to erupt in a 15-foot
the spines of those who encounter them. Clad in thick cone. Each creature in that area must make a DC 15
layers of furs or armor made from the bones of their Dexterity saving throw, taking 33 (6d10) cold damage on
fallen foes, demonic frost giants are perfectly adapted to a failed save, or half as much damage on a successful
withstand the freezing temperatures of their icy one.
domains.

INFERNAL BESTIARY
236
Molten Giant
The Molten Giant is a fearsome creature forged from the very essence of fire and earth. These towering beings are
born from the convergence of elemental forces deep within the heart of volcanic mountains, emerging with an
unquenchable hunger for destruction and an infernal aura that leaves a trail of scorched earth in its wake. Their
molten forms and intense heat make them a formidable adversary, capable of turning their surroundings into a raging
inferno.

Molten Giant
Huge elemental, neutral

Armor Class 16 (natural armor)


Hit Points 192 (16d12 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 8 (-1) 20 (+5) 10 (+0) 12 (+1) 8 (-1)

Damage Immunities fire, poison


Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Ignan
Challenge 12 (8,400 XP)

Fiery Aura. At the start of each of its turns, the molten


giant deals 10 (3d6) fire damage to any creature within
10 feet of it.

Heated Body. A creature that touches the molten giant


or hits it with a melee attack while within 5 feet of it
takes 10 (3d6) fire damage.
Actions
Multiattack. The molten giant makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one


target. Hit: 25 (3d10 + 7) bludgeoning damage plus 10
(3d6) fire damage.

Fire Breath (Recharge 5-6). The molten giant exhales fire


in a 30-foot cone. Each creature in that area must make
a DC 16 Dexterity saving throw, taking 35 (10d6) fire
damage on a failed save, or half as much damage on a
successful one.

Flaming Hurl (1/Day). The molten giant hurls a molten


rock at a point it can see within 60 feet of it. Each
creature within 10 feet of that point must make a DC 16
Dexterity saving throw, taking 28 (8d6) fire damage on a
failed save, or half as much damage on a successful
one. The molten rock then explodes, and each creature
within 10 feet of the explosion must make the same
saving throw, taking the same damage on a failed save,
or half as much damage on a successful one.

INFERNAL BESTIARY
237
Tempters and Seductresses

w
ithin the infernal realms of hell, a These monstrous entities are not bound by the
particular category of fiends has thrived on limitations of gender or appearance, as their true nature
the very essence of temptation and transcends physical forms. They may take on the guise
seduction, elevating these dark arts to a of irresistibly attractive individuals, captivating and
diabolical perfection. These creatures, ensnaring both men and women alike with equal ease.
known collectively as “Tempters and Their mesmerizing presence and unearthly powers can
Seductresses,” possess a mastery over corrupt the virtuous, sow discord among close
manipulation and allure that rivals the companions, or even lead entire nations astray. No
most cunning of their demonic matter the guise they assume, the core objective
counterparts. Unlike the brute force and remains the same: to seduce and tempt mortals into
sheer terror often associated with other hellish entities, succumbing to their base desires, thereby securing their
these insidious beings employ subtlety, charm, and eternal damnation and adding to the legions of the
beguiling tactics to ensnare the souls of mortals. damned.

Tempters and Seductresses, in their myriad and diverse Heroes who dare to confront these seductive beings
forms, are experts at exploiting the deepest weaknesses must remain ever vigilant and resolute, for the
and most hidden desires of those they encounter. Their temptations they offer are deceptively alluring and
allure may manifest through breathtaking physical perilously enticing. The key to victory lies in recognizing
beauty, the honeyed tones of persuasive words, or even their deceit, resisting their charms, and maintaining a
supernatural abilities that can mesmerize and enthrall steadfast grip on one’s own principles. Adventurers
even the most resolute of hearts. They are masters of must arm themselves not only with potent weapons and
manipulation, capable of weaving intricate webs of powerful spells but also with unwavering moral
deceit, luring unsuspecting victims into their clutches compasses, steadfast determination, and an
with promises of forbidden pleasures and unattainable unshakeable belief in their own inherent worth and
dreams. virtue. Only through such resolute defenses can they
hope to withstand the manipulative schemes of these
fiendish seducers and emerge triumphant.

INFERNAL BESTIARY
238
Abyssal Succubus
The Abyssal Succubus is a seductive and manipulative
creature that hails from the deepest recesses of the
Abyss. Known for their unearthly beauty and
captivating allure, these fiends specialize in luring
mortals into temptation and leading them astray. With
their devilish charm and innate magical abilities,
Abyssal Succubi have perfected the art of ensnaring the
hearts and minds of their victims.
Appearance and Deception. An Abyssal Succubus
appears as a strikingly beautiful humanoid, often
resembling a perfect blend of alluring femininity and
exotic charm. They possess flawless features,
mesmerizing eyes that hint at untold secrets, and
lustrous, flowing hair that seems to shimmer with
otherworldly radiance. Their lithe and graceful forms
are further accentuated by seductive attire, which
enhances their bewitching presence.
Charm and Subterfuge. The power of an Abyssal
Succubus lies not only in their physical beauty but also
in their supernatural abilities. They possess an
enchanting aura that can overwhelm the senses of those
who dare to come near. This charm aura compels
creatures to succumb to their irresistible allure, leaving
them incapacitated and completely under the
succubus’s control.

Abyssal Succubus Teleport. As a bonus action, the succubus magically


teleports, along with any equipment it is wearing or
Medium fiend, chaotic evil carrying, up to 120 feet to an unoccupied space it can see.

Armor Class 16 (natural armor) Actions


Hit Points 110 (13d8 + 52) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Speed 30 ft., fly 30 ft. Hit: 10 (2d6 + 3) slashing damage.

STR DEX CON INT WIS CHA Draining Kiss. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature charmed by the succubus. Hit: The target takes 22
15 (+2) 18 (+4) 18 (+4) 15 (+2) 16 (+3) 20 (+5)
(4d10) psychic damage, and the succubus regains hit points
equal to the damage dealt.
Saving Throws Dex +7, Wis +6, Cha +8
Skills Deception +8, Insight +6, Perception +6, Persuasion Succubus’s Kiss (Recharge 5-6). One humanoid the succubus
+8 can see within 30 feet of it must succeed on a DC 15
Damage Resistances cold, fire, lightning Constitution saving throw or be magically charmed for 1
Senses darkvision 120 ft., passive Perception 16 hour. The charmed target obeys the succubus’s verbal or
Languages Abyssal, Common, telepathy 120 ft. telepathic commands. If the target suffers any harm or
Challenge 6 (2,300 XP) receives a suicidal command, it can repeat the saving throw,
ending the effect on itself on a success. If a target’s saving
Charm Aura. Any creature that starts its turn within 10 feet throw is successful, the target is immune to the succubus’s
of the abyssal succubus must succeed on a DC 15 Wisdom Succubus’s Kiss for the next 24 hours.
saving throw or be charmed for 1 minute. While charmed in
this way, the target is incapacitated and can’t move or
speak. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

Innate Spellcasting. The abyssal succubus’s innate


spellcasting ability is Charisma (spell save DC 16). It can
innately cast the following spells, requiring no material
components:
At will: detect thoughts, minor illusion
3/day each: charm person, darkness, suggestion

239
Swarm of Lust Beetles
The Swarm of Lust Beetles is a writhing mass of small, Swarm of Lust Beetles
iridescent beetles that congregate in swarms, driven by Small swarm of beetles, chaotic neutral
their insatiable desire to feed and propagate. These
beetles, with their captivating shimmer and alluring Armor Class: 12
glow, are often mistaken for harmless insects at first Hit Points: 27 (6d6)
glance. However, their true nature is far more sinister. Speed: 30 ft., climb 30 ft.
They are attracted to creatures emanating strong
emotions of desire, drawing them in with an almost STR DEX CON INT WIS CHA
supernatural allure. 6 (-2) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 2 (-4)
Behavior. Lust Beetles are chaotic creatures that
roam the darkest corners of the world, seeking out Skills: Perception +2, Stealth +5
victims who are consumed by overwhelming passions Damage Resistances: Bludgeoning, Piercing, Slashing
and desires. They are instinctively drawn to intense Condition Immunities: Charmed, Frightened, Grappled,
emotions, such as love, lust, and obsession, and Paralyzed, Petrified, Prone, Restrained, Stunned
congregate around individuals who exude such fervor. Senses: Blindsight 10 ft., darkvision 60 ft., passive
Perception 12
As a swarm, they move with fluid coordination, their
Languages: –
actions guided by a collective consciousness that Challenge: 1 (200 XP)
enhances their predatory capabilities.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny insect. The swarm can’t
regain hit points or gain temporary hit points.

Distraction. Any creature that starts its turn within 5 feet


of the swarm must succeed on a DC 11 Wisdom saving
throw or be charmed until the start of its next turn. The
charmed creature can’t attack the swarm. A charmed
creature can repeat the saving throw at the end of its
turn, ending the effect on a success.

Swarm Tactics. The swarm has advantage on an attack


roll against a creature if at least one of the swarm’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Invasive Aura. Any creature that enters the swarm’s


space or starts its turn there must succeed on a DC 11
Constitution saving throw or become infected with an
invasive parasite. While infected, the creature is
poisoned and takes 2 (1d4) piercing damage at the start
of its turn. The infected creature can repeat the saving
throw at the end of each of its turns, ending the effect
on a success.
Actions
Voracious Bite. Melee Weapon Attack: +5 to hit, reach 0
ft., one target in the swarm’s space. Hit: 10 (4d4)
piercing damage, or 5 (2d4) piercing damage if the
swarm has half of its hit points or fewer.

INFERNAL BESTIARY
240
Vicious Tempter
Vicious Tempter The Vicious Tempter is a cunning and malevolent fiend
Medium fiend, lawful evil that thrives on manipulation and temptation. From the
darkest corners of the infernal realms, these creatures
Armor Class 16 (natural armor) emerge to sow discord and corruption among mortals,
Hit Points 135 (18d8 + 54) reveling in their ability to exploit weaknesses and lead
Speed 30 ft. others astray. Their alluring appearance and beguiling
charm mask their true intentions, making them
STR DEX CON INT WIS CHA formidable enemies to those who dare to cross their
18 (+4) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5) path.

Saving Throws Dex +7, Wis +7, Cha +9


Skills Deception +9, Insight +7, Perception +7,
Persuasion +9
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 7 (2,900 XP)

Innate Spellcasting. The tempter’s spellcasting ability is


Charisma (spell save DC 17). The tempter can innately
cast the following spells, requiring no material
components:
At will: detect thoughts, suggestion
3/day each: charm person, dominate person
1/day each: modify memory, plane shift (self only)

Evasion. If the tempter is subjected to an effect that


allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if it succeeds
on the saving throw, and only half damage if it fails.

Misty Escape. When the tempter drops to 0 hit points


outside its home plane, it transforms into mist instead
of falling unconscious, provided it isn’t in sunlight. If it
can’t transform, it is destroyed. While it has 0 hit points
in mist form, it can’t revert to its true form, and it must
reach its home plane within 2 hours or be destroyed.
Once in its home plane, it reverts to its true form. It
regains all its hit points and can’t use this feature again
for 1d4 days.
Actions
Multiattack. The tempter makes two attacks: one with
its claws and one with its tail.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 9 (1d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one


target. Hit: 11 (2d6 + 4) piercing damage.

Seductive Whispers (Recharge 5-6). The tempter targets


one creature it can see within 60 feet of it. The target
must succeed on a DC 15 Wisdom saving throw or be
charmed for 1 minute. While charmed in this way, the
target takes 7 (2d6) psychic damage at the start of each
of its turns, and the tempter can’t use Seductive
Whispers on another target. The charmed target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

241
Siren of Deception
Sirens of Deception are treacherous creatures that lure Siren of Deception
unsuspecting victims with their enchanting melodies Medium humanoid (siren), chaotic evil
and alluring illusions. These devious humanoids
possess the physical beauty of seductive sirens and are Armor Class 14 (natural armor)
known for their ability to manipulate minds and Hit Points 67 (9d8 + 27)
emotions. With their mesmerizing voices and Speed 30 ft., swim 40 ft.
captivating appearances, they draw in their prey before
revealing their true malicious nature. STR DEX CON INT WIS CHA
Sirens of Deception have slender, alluring figures 12 (+1) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 20 (+5)
with long, flowing hair that matches the colors of the
sea. Their eyes are mesmerizing and often hypnotic, Skills Deception +9, Stealth +8
capable of captivating even the strongest-willed Damage Immunities psychic, fire
individuals. Their natural armor is a shimmering, Condition Immunities charmed
iridescent skin that protects them during their predatory Senses darkvision 60 ft., passive Perception 12
pursuits both on land and in the water. Languages Common, Sylvan
Challenge 3 (700 XP)

Lava Amphibious. The siren can breathe air, water and


lava.

Song of Illusions. The siren can create minor illusions. It


can cast the minor illusion cantrip at will, using Charisma
as its spellcasting ability.

Actions
Multiattack. The siren makes two attacks: one with its
bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) slashing damage.

Siren’s Call (Recharge 5-6). The siren sings a captivating


melody. Each humanoid and giant within 30 feet of the
siren that can hear the song must succeed on a DC 14
Wisdom saving throw or be magically charmed until the
song ends, taking 14 (4d6) psychic damage at the start
of each of its turns. A charmed target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a target’s saving throw is
successful or the effect ends for it, the target is immune
to the siren’s Enthralling Song for the next 24 hours.

Illusory Appearance. The siren creates an illusory


duplicate of itself as a bonus action. The duplicate lasts
until it is destroyed, until the siren creates a new
duplicate, or until the siren dies. The duplicate appears
as if it were an identical twin of the siren and mimics its
actions, movement, and speech.

INFERNAL BESTIARY
242
Twisted Incubus
Medium fiend, chaotic evil

Armor Class 15 (natural armor)


Hit Points 97 (13d8 + 39)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 20 (+5)

Skills Deception +8, Perception +5, Stealth +7


Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 5 (1,800 XP)

Form Change. The Twisted Incubus can use an action to


magically transform into its demonic or human form. In
its demonic form, it gains a +1 bonus to its AC and its
melee attacks deal an additional 1d6 necrotic damage.
In its human form, it has advantage on Deception
Twisted Incubus checks.
Twisted Incubi are cunning and seductive fiends that Actions
delight in spreading chaos and corruption among
mortals. Born from the darkest corners of Hell, these Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage. If the target is
malevolent beings possess an unnerving allure, their
a creature, it must succeed on a DC 15 Wisdom saving
appearance shifting between their captivating human throw or be charmed by the Twisted Incubus until the
form and their terrifying demonic visage. With their end of its next turn.
ability to charm and manipulate, Twisted Incubi play
upon the desires and weaknesses of their victims, luring Fiery Gaze (Recharge 5-6). The Twisted Incubus targets
them into a web of deceit and corruption. one creature it can see within 30 feet of it. The target
The Twisted Incubus stands at the crossroads of must succeed on a DC 15 Charisma saving throw or
take 22 (4d10) fire damage and be blinded until the end
beauty and horror. In their human form, they exude an
of its next turn. On a successful save, the target takes
otherworldly charm, with flawless features and an half the damage and isn’t blinded.
enchanting presence that draws attention and trust.
Their demonic form, however, reveals their true nature Summon Demons (1/Day). The Twisted Incubus
—a grotesque hybrid of fiendish and human features. magically summons 1d4+2 dretches. The summoned
Spiked horns protrude from their temples, leathery demons appear in unoccupied spaces within 60 feet of
wings sprout from their back, and a barbed tail lashes the Twisted Incubus and obey its commands until they
ominously behind them. Their eyes, glowing with a are destroyed or the Twisted Incubus dismisses them as
a bonus action.
malevolent fire, instill fear and unease in all who gaze
upon them.

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243
Demons

d
emons are malevolent entities sins they represent, creating a diverse and terrifying
originating from the depths of the infernal landscape within the infernal realms.
realms, spawned from the darkest recesses
of human sin and torment. They embody the Within the category of demons, a wide variety of entities
twisted nature of evil itself, representing the can be found. Some wield dark sorcery and command
culmination of humanity’s most nefarious unholy spells that can warp reality and bend it to their
desires and actions. These vile creatures are will. Others rely on sheer brute strength and ferocity to
notorious for their grotesque and horrifying overpower their adversaries, smashing through
appearances, each one reflecting the specific defenses with terrifying ease. Certain demons possess
sins they symbolize. Their forms are often a the ability to manipulate and warp their surroundings,
hideous amalgamation of monstrous features, designed transforming even the most benign environments into
to evoke fear and revulsion. Demons possess an array of nightmarish landscapes filled with peril and despair.
supernatural powers and abilities, ranging from dark
sorcery to brute physical strength, making them Adventurers who venture into the depths of Hell must
formidable adversaries for any who dare to challenge be exceptionally prepared to face the horrors that await
them. them in the demonic realm. Only by gaining a deep
understanding of the nature and weaknesses of these
The demons depicted in Dante’s Inferno are infernal beings can one hope to overcome the myriad
meticulously categorized into various infernal circles, challenges that lie ahead. From the terrifying lords of
each one corresponding to a specific sin. These circles, the infernal domains, who command legions of lesser
from the fiery pits of the First Circle to the icy depths of demons, to the lowliest foot soldiers, who serve as the
the Ninth Circle, house denizens of Hell that exhibit relentless enforcers of their masters’ will, demons are a
unique attributes and characteristics, mirroring the sins constant reminder of the consequences of unchecked
they embody. Whether they manifest as malevolent wickedness. They epitomize the eternal struggle
spirits, grotesque monsters, or twisted hybrids, these between good and evil, serving as both a warning and a
demons are relentless in their pursuit of corruption and test for those who dare to confront them.
suffering. Their forms and powers are as varied as the

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Chaos Spawn
The Chaos Spawn is a terrifying fiendish
creature that embodies the chaotic
forces of Hell. Born from the
ever-shifting energies of the
plane, it is an amalgamation
of twisted flesh, constantly writhing
and mutating in unpredictable ways.
This medium-sized demon exhibits
an unsettling mix of features,
with limbs sprouting at
odd angles, jagged fangs
protruding from its misshapen
maw, and a body covered in
pulsating, vibrant hues that seem to
shift and change without warning.

Chaos Spawn 2. Corrosive Aura: Creatures within 10 feet of the chaos


spawn at the start of their turn take 1d6 acid damage.
Medium fiend (demon), chaotic evil 3. Flaming Scales: The chaos spawn’s melee attacks deal an
additional 1d6 fire damage.
Armor Class 15 (natural armor) 4. Fiery Presence: Creatures within 10 feet of the chaos
Hit Points 105 (14d8 + 42) spawn have disadvantage on saving throws against being
Speed 30 ft. frightened.
5. Lightning Form: The chaos spawn is resistant to lightning
STR DEX CON INT WIS CHA damage and deals an additional 1d6 lightning damage
with its melee attacks.
18 (+4) 14 (+2) 16 (+3) 7 (-2) 10 (+0) 5 (-3)
6. Vicious Bite: The chaos spawn’s bite attack deals an
additional 1d6 piercing damage.
Damage Resistances cold, fire, lightning
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal Actions
Challenge 5 (1,800 XP) Multiattack. The chaos spawn makes three attacks: two with
its claws and one with its bite.
Unpredictable Form. The chaos spawn’s body constantly
writhes and shifts, making it difficult to predict. It has Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
advantage on saving throws against spells and other Hit: 9 (2d4 + 4) slashing damage.
magical effects.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Spider Climb. The chaos spawn can climb difficult surfaces, Hit: 8 (1d8 + 4) piercing damage.
including upside down on ceilings, without needing to make
an ability check. Spawn Acid (Recharge 5-6). The chaos spawn spews a gout of
acid in a 15-foot cone. Each creature in that area must make
Magic Resistance. The chaos spawn has advantage on saving a DC 14 Dexterity saving throw, taking 21 (6d6) acid damage
throws against spells and other magical effects. on a failed save, or half as much damage on a successful
one.
Random Mutation. At the start of each of the chaos spawn’s
turns, roll a d6 to determine its mutation. Each mutation Hellish Rift (Recharge 6). The chaos spawn opens a
lasts until the start of the chaos spawn’s next turn. Roll a d6 dimensional rift within a 30-foot radius. Each creature in
to determine the effect: that area must make a DC 14 Wisdom saving throw or be
banished to a random circle of Hell for 1 minute or untli the
1. Acidic Touch: The chaos spawn’s melee attacks deal an spawn dies. A banished creature can repeat the saving
additional 1d6 acid damage. throw at the start of each of its turns to end the effect early.

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Voidwalker
The Voidwalker is a demon that thrives in the absence of light. It is a creature that seems to be made of darkness itself,
with a haunting silhouette that blends into the night. Its body appears both solid and insubstantial, with wisps of
purple-hued darkness that emanate from it like an aura of miasma. Its eyes are vacant yet luminous, glowing with a
sinister light that seems to drain hope from the air around it. This demon is often found lurking near places of great
tragedy and sorrow, feeding on the despair that such events leave behind. In the demonic hierarchy, the Voidwalker is
often a solitary agent of chaos, rarely bound to the will of more powerful fiends, unless it serves its enigmatic purposes.

Voidwalker
Medium demon, chaotic evil

Armor Class 18 (natural armor)


Hit Points 126 (12d8 + 72)
Speed 0 ft., hover 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 22 (+6) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances cold, fire, lightning; bludgeoning,


piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Hover. The voidwalker can hover in the air and is


unaffected by difficult terrain or magical effects that
would impede its movement.

Innate Spellcasting. The voidwalker’s innate spellcasting


ability is Charisma (spell save DC 14). It can innately
cast the following spells, requiring no material
components:
At will: detect magic, darkness
1/day each: dimension door, greater invisibility
Void Step. As a bonus action, the voidwalker can teleport
up to 30 feet to an unoccupied space it can see.

Void Presence. Creatures that start their turn within 30


feet of the voidwalker must succeed on a DC 14 Wisdom
saving throw or become frightened until the start of
their next turn. A creature that succeeds on the saving
throw is immune to the voidwalker’s Void Presence for
the next 24 hours.

Actions
Void Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage plus 9
(2d8) necrotic damage.

Void Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one


target. Hit: 16 (3d10) force damage.

Void Burst (Recharge 5-6). The voidwalker releases a burst


of void energy in a 15-foot cone. Each creature in that
area must make a DC 14 Dexterity saving throw, taking
24 (7d6) force damage on a failed save, or half as much
damage on a successful one.

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Demonic Berserker
The Demonic Berserker is a fearsome and savage creature, embodying the pure chaos and destructive power of Hell.
Towering at a height of over 8 feet, this hulking fiend possesses a muscular and imposing physique, adorned with
spiky protrusions that jut out from its infernal, dark red skin. Its eyes glow with an intense, burning hatred, reflecting
the malevolence that fuels its relentless aggression.

Demonic Berserker
Large fiend (demon), chaotic evil

Armor Class 18 (natural armor)


Hit Points 135 (18d10 + 36)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

Damage Resistances cold, fire, lightning


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal
Challenge 10 (5,900 XP)

Rampage. When the demonic berserker reduces a


creature to 0 hit points with a melee attack on its turn,
the berserker can take a bonus action to move up to half
its speed and make a melee weapon attack.

Reckless Attack. At the start of its turn, the demonic


berserker 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.

Bloodlust. The demonic berserker has advantage on


saving throws against being charmed or frightened.

Brute Force. The demonic berserker’s melee weapon


attacks deal an additional 7 (2d6) damage.

Actions
Multiattack. The demonic berserker makes two melee
attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 16 (3d6 + 5) slashing damage.

Hellish Leap. The demonic berserker leaps up to 30 feet


in a straight line and lands in a space that it can occupy.
Each creature in that space and within 5 feet of it must
make a DC 15 Dexterity saving throw, taking 14 (4d6)
fire damage on a failed save, or half as much damage on
a successful one. Additionally, the berserker can make
one greataxe attack against a creature within its reach as
a bonus action.

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Whiplasher Demon
Whiplasher demons are fearsome fiends from the depths of the Abyss, bound to chaos and destruction. These
malevolent creatures possess a sinewy and muscular form, their bodies covered in tough, scaly skin that resembles
burned flesh. With their elongated limbs and bestial countenance, they strike an intimidating figure. One of the
distinguishing features of a whiplasher demon is its whip-like appendage, which serves as both a weapon and a symbol
of its dominion over pain and suffering. This demonic whip is infused with dark energies, granting it a deadly precision
and an additional potency in combat. Whiplasher demons are known for their proficiency and mastery with this
weapon, expertly lashing out at their foes with a combination of speed and precision.

Whiplasher Demon Whip Mastery. The whiplasher demon has proficiency with
the whip and deals an additional 7 (2d6) damage with whip
Medium fiend (demon), chaotic evil attacks.

Armor Class 14 (natural armor) Infernal Speed. The whiplasher demon can take the Dash
Hit Points 52 (8d8 + 16) action as a bonus action on its turn.
Speed 30 ft.
Relentless Endurance. When the whiplasher demon is
reduced to 0 hit points, it can make a Constitution saving
STR DEX CON INT WIS CHA throw with a DC of 5 + the damage taken, unless the
16 (+3) 14 (+2) 15 (+2) 9 (-1) 11 (+0) 8 (-1) damage is radiant or from a critical hit. On a success, the
demon drops to 1 hit point instead.
Skills Perception +2
Damage Resistances cold, fire, lightning Actions
Senses darkvision 60 ft., passive Perception 12 Multiattack. The whiplasher demon makes two whip attacks.
Languages Abyssal
Challenge 2 (450 XP) Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 7 (1d4 + 3) slashing damage.

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Nightmare Demon
The Nightmare Demon is a terrifying and
elusive fiend that resides in the darkest
corners of Hell. Born from the depths
of twisted dreams and nightmares, these
malevolent creatures embody the chaotic
essence of fear and torment.
With their shadowy forms and
otherworldly powers, Nightmare Demons
strike fear into the hearts of even the
bravest adventurers.

Nightmare Demon Shadow Step. When in dim light or darkness, the nightmare
demon can use a bonus action to magically teleport up to
Medium fiend (demon), chaotic evil 30 feet to an unoccupied space it can see that is also in dim
light or darkness.
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36) Actions
Speed 30 ft., climb 60 ft.
Multiattack. The nightmare demon makes two attacks: one
with its claws and one with its tail.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 20 (+5) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit 9 (2d6 + 3) slashing damage.
Damage Resistances cold, fire, lightning; bludgeoning, Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
piercing, and slashing from nonmagical attacks Hit 8 (1d8 + 4) piercing damage.
Damage Immunities poison
Condition Immunities poisoned Shadow Bolt (Recharge 5-6). The nightmare demon magically
Senses darkvision 120 ft., passive Perception 12 hurls a bolt of shadowy energy at a creature it can see within
Languages Abyssal, telepathy 120 ft. 60 feet of it. The target must make a DC 15 Dexterity saving
Challenge 4 (1,100 XP) throw, taking 14 (4d6) necrotic damage on a failed save, or
half as much damage on a successful one.
Innate Spellcasting. The nightmare demon’s spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell
attacks). It can innately cast the following spells, requiring
no material components:
At will: darkness, minor illusion
1/day each: fear, phantasmal force

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Oghurd
Large demon, chaotic evil

Armor Class 15 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (-1)

Damage Resistances cold, fire, lightning


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal
Challenge 14 (11,500 XP)

Blood Frenzy. The oghurd has advantage on melee attack


rolls against any creature that doesn’t have all its hit
points.

Fiendish Resilience. The oghurd has advantage on saving


throws against being charmed or frightened.

Enrage. While the oghurd’s hit points are less than half
its hit points maximum, its successful melee weapon
attacks deal 7 (2d6) additionaly damage.
Actions
Multiattack. The oghurd makes two polearm attacks.

Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft.,


one target. Hit 14 (2d8 + 5) slashing damage. If the
target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.

Terrifying Roar (Recharge 5-6). The oghurd emits a


terrifying roar. Each creature of the oghurd’s choice
within 30 feet of it must succeed on a DC 15 Wisdom
saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

Oghurd
The Oghurd is a fearsome and imposing creature, Behavior. Oghurds are demonic beings driven by
standing tall at its full height of twelve feet. Its muscular their insatiable hunger for power and domination. They
frame is covered in tough purple skin, giving it an revel in chaos and destruction, delighting in causing
otherworldly appearance. With its broad shoulders, and pain and suffering to those unfortunate enough to cross
large horns protruding from its forehead, the Oghurd their path. Oghurds are often encountered leading
strikes an intimidating figure. Its eyes burn with a bands of lesser demons, commanding them with a cruel
malevolent crimson glow, reflecting its chaotic and and iron fist. Their commanding presence and fierce
malicious nature. The Oghurd wields a massive demeanor make them natural leaders in the twisted
polearm, its weapon of choice in unleashing devastation hierarchy of Hell.
upon its foes.

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Wretched Abomination
Wretched Abomination The Wretched Abomination is a revolting fiendish
Large fiend (demon), chaotic evil creature, a manifestation of pure grotesquery and
repulsiveness. Standing at a hulking size, this bloated
Armor Class 15 (natural armor) demon resembles a mishmash of swollen flesh and
Hit Points 136 (16d10 + 48) distorted features, earning its reputation as a fat ugly
Speed 30 ft. demon. Its corpulent form is covered in sagging, sickly
grey skin, oozing with pustules and weeping sores that
STR DEX CON INT WIS CHA continuously leak a putrid, noxious substance. Its eyes,
19 (+4) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 9 (-1) set deeply within its misshapen face, glow with a
malevolent intensity, radiating an aura of malice and
Skills Perception +4, Stealth +4 revulsion.
Damage Immunities poison Behavior and Abilities. As a chaotic evil being, the
Condition Immunities poisoned Wretched Abomination revels in spreading terror and
Senses darkvision 120 ft., passive Perception 14 misery wherever it roams. It delights in the repulsion
Languages Abyssal and fear it instills in its victims, using its hideous
Challenge 7 (2,900 XP)
appearance to its advantage. The creature’s Fat and
Ugly trait grants it an innate talent for intimidation,
Hideous Presence. Any creature that starts its turn within enabling it to impose its will upon weaker beings
30 feet of the Wretched Abomination must make a DC
through sheer repugnance.
14 Wisdom saving throw or become frightened for 1
minute. The creature can repeat the saving throw at the The Wretched Abomination possesses a hideous
end of each of its turns, ending the effect on itself on a presence that exudes an aura of fear. Any creature that
success. comes within range of this aura risks succumbing to
paralyzing fright, overwhelmed by the mere sight of the
Stench Aura. Any creature that starts its turn within 10 abomination. Furthermore, its Stench Aura emanates a
feet of the Wretched Abomination must succeed on a foul odor that permeates the air around it, poisoning
DC 14 Constitution saving throw or be poisoned until
those unfortunate enough to be in close proximity.
the start of its next turn. On a successful saving throw,
the creature is immune to the Wretched Abomination’s
Stench Aura for 24 hours.

Magic Resistance. The Wretched Abomination has


advantage on saving throws against spells and other
magical effects.

Fat and Ugly. The Wretched Abomination’s grotesque


appearance grants it advantage on Charisma
(Intimidation) checks.

Actions
Multiattack. The Wretched Abomination makes three
attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) piercing damage plus 5 (2d4)
poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 9 (2d4 + 4) slashing damage.

Foul Breath (Recharge 5-6). The Wretched Abomination


exhales a foul breath in a 30-foot cone. Each creature in
that area must make a DC 14 Dexterity saving throw,
taking 27 (6d8) poison damage on a failed save, or half
as much damage on a successful one.

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Tentacle Demon
Tentacle demons are sinister and cunning creatures Tentacle Demon
that hail from the depths of the Nine Hells. These Medium fiend (demon), chaotic evil
fiendish beings are known for their grotesque
appearance, with their bodies covered in chitinous Armor Class 14 (natural armor)
armor and adorned with writhing, barbed tentacles. Hit Points 49 (9d8 + 9)
With their amphibious nature, they are equally adept at Speed 25 ft., swim 60 ft.
navigating both the waters and the land, making them
formidable adversaries in any environment. STR DEX CON INT WIS CHA
Standing at around six feet tall, Tentacle Demons 18 (+4) 13 (+1) 12 (+1) 13 (+1) 12 (+1) 12 (+1)
possess a muscular and imposing physique. Their long,
sinewy tentacles extend from their backs, each tipped Saving Throws Str +7, Dex +4, Wis +4
with a razor-sharp appendage that allows them to Skills Perception +4
grapple and immobilize their foes. Their eyes glow with Damage Resistances cold; bludgeoning, piercing, and
a malevolent crimson light, and their mouths are filled slashing from nonmagical attacks that aren’t silvered
with rows of sharp, jagged teeth that drip with Damage Immunities fire, poison
Condition Immunities poisoned
venomous saliva. These creatures emanate an aura of
Senses darkvision 120 ft., passive Perception 14
menace and power, leaving those who encounter them Languages Infernal, telepathy 120 ft.
with an overwhelming sense of dread. Challenge 6 (2,300 XP)

Amphibious. The demon can breathe air and water.

Brute. Melee weapon attacks deal one extra die of


damage (included in the attacks).

Demonic Sight. Magical darkness doesn’t impede the


demon’s darkvision.

Magic Resistance. The demon has advantage on saving


throws against spells and other magical effects.
Actions
Multiattack. The demon makes three melee attacks: two
with its pike and one with its tentacles. It can use Hurl
Flame in place of any melee attack.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one


target. Hit: 17 (2d12 + 4) slashing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7
(2d6) poison damage, and the target is grappled
(escape DC 14). Until this grapple ends, the demon
can’t make attacks with its tentacles against a different
target.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 150 ft.,


one target. Hit: 14 (4d6) fire damage.

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Maelstrom Demon
The Maelstrom Demon is a fearsome
and powerful entity that embodies the
chaotic forces of the Abyss. Towering
over its adversaries, this colossal
fiend radiates an aura of primal
malevolence, exuding an
overwhelming sense of dread.
Its form is a grotesque fusion
of sinewy muscles, churning
storm clouds, and crackling
energy. With eyes ablaze
with fiery malice, the
Maelstrom Demon is a
force to be reckoned with
in the darkest depths of
the planes.

Maelstrom Demon Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit 23 (3d8 + 10) piercing damage plus 14 (4d6) cold
Gargantuan fiend (demon), chaotic evil damage.

Armor Class 19 (natural armor) Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Hit Points 315 (30d12 + 120) target. Hit 19 (3d6 + 10) slashing damage plus 14 (4d6)
Speed 50 ft. lightning damage.

Whirlwind. The maelstrom demon creates a whirlwind in a


STR DEX CON INT WIS CHA 15-foot radius centered on itself. The whirlwind lasts for 1
25 (+7) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 22 (+6) minute or until the demon is incapacitated. Any creature
that starts its turn within 15 feet of the demon must
Saving Throws Str +13, Con +11, Wis +10, Cha +14 succeed on a DC 20 Strength saving throw or take 21 (6d6)
Damage Resistances cold, fire, lightning; bludgeoning, bludgeoning damage and be knocked prone. The area is
piercing, and slashing from nonmagical attacks difficult terrain for creatures other than the maelstrom
Damage Immunities poison demon.
Condition Immunities poisoned Legendary Actions
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft. The maelstrom demon can take 3 legendary actions,
Challenge 20 (25,000 XP) choosing from the options below. It can use only one
legendary action at a time and only at the end of another
Legendary Resistance (3/Day). If the maelstrom demon fails a creature’s turn. The maelstrom demon regains spent
saving throw, it can choose to succeed instead. legendary actions at the start of its turn.

Magic Resistance. The maelstrom demon has advantage on Teleport. The maelstrom demon magically teleports, along
saving throws against spells and other magical effects. with any equipment it is wearing or carrying, up to 60 feet to
an unoccupied space it can see.
Innate Spellcasting. The maelstrom demon’s spellcasting
ability is Charisma (spell save DC 22). It can innately cast Chaos Wave (Costs 2 Actions). The maelstrom demon
the following spells, requiring no material components: unleashes a wave of chaotic energy in a 30-foot cone. Each
At will: detect magic, dispel magic, plane shift creature in that area must make a DC 20 Dexterity saving
3/day each: chain lightning, counterspell, teleport throw, taking 35 (10d6) force damage and 35 (10d6) psychic
1/day each: dominate monster, meteor swarm, power word damage on a failed save, or half as much damage on a
kill successful one.

Actions Seize the Mind (Costs 3 Actions). The maelstrom demon


targets one creature it can see within 60 feet of it. The target
Multiattack. The maelstrom demon makes three attacks: must succeed on a DC 20 Wisdom saving throw or be
one with its bite and two with its claws. 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.

INFERNAL BESTIARY
253
Hellgate Keeper
The Hellgate Keeper emerges from the
deepest fires of Hell as a powerful guardian
of infernal passages. As an entity tasked with
maintaining the divide between the chaotic
infernos of the abyss and the mortal world,
it stands vigilant, preventing the escape of
lesser demons and the intrusion of
would-be heroes or foolish mortals. Its
existence is bound to the arcane locks and
wards that seal the gates it watches over,
making it not only a physical deterrent
but also a key to the very barriers
it defends. To those who face the Hellgate
Keeper, it is a symbol of ultimate
guardianship, a relentless force that will
not be swayed from its task. Its presence
at the gates is a constant reminder that
some doors are not meant to be opened
and that the fires of Hell are ever ready to
consume the unwary.

Hellgate Keeper Actions


Large fiend (demon), chaotic evil Multiattack. The Hellgate Keeper makes three attacks: one
with its bite and two with its claws.
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90) Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 21 (3d10 + 5) piercing damage plus 14 (4d6) fire
damage.

STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
23 (+6) 15 (+2) 20 (+5) 14 (+2) 16 (+3) 18 (+4) target. Hit: 17 (2d10 + 6) slashing damage.

Hellfire Chain (Recharge 5-6). The Hellgate Keeper releases a


Saving Throws Dex +7, Con +10, Wis +8, Cha +9 chain of hellfire in a 60-foot line that is 5 feet wide. Each
Skills Perception +8, Intimidation +9 creature in that line must make a DC 18 Dexterity saving
Damage Resistances cold, fire, lightning; bludgeoning, throw, taking 55 (10d10) fire damage on a failed save, or
piercing, and slashing from nonmagical attacks half as much damage on a successful one.
Damage Immunities poison
Condition Immunities poisoned Teleport. The Hellgate Keeper magically teleports, along with
Senses truesight 120 ft., passive Perception 18 any equipment it is wearing or carrying, up to 120 feet to an
Languages Abyssal, telepathy 120 ft. unoccupied space it can see.
Challenge 13 (10,000 XP)
Fiery Aura. At the start of each of the Hellgate Keeper’s
Infernal Fortitude. If damage reduces the Hellgate Keeper to turns, each creature within 5 feet of it takes 10 (3d6) fire
0 hit points, it must make a Constitution saving throw with damage, and flammable objects in the aura that aren’t
a DC of 5 + the damage taken, unless the damage is radiant being worn or carried ignite. A creature that touches the
or from a critical hit. On a success, the demon drops to 1 Hellgate Keeper or hits it with a melee attack while within 5
hit point instead. feet of it takes 10 (3d6) fire damage.

Magic Weapons. The Hellgate Keeper’s weapon attacks are Reactions


magical.
Hellish Retort. In response to being hit by a melee attack, the
Magic Resistance. The Hellgate Keeper has advantage on Hellgate Keeper can cause flames to erupt from its body at
saving throws against spells and other magical effects. the attacker. The attacker must make a DC 18 Dexterity
saving throw, taking 22 (4d10) fire damage on a failed save,
or half as much damage on a successful one.

INFERNAL BESTIARY
254
Skorchling
Rising from Hell with fury ablaze, this creature is known as a Skorchling, a lesser demon spawned from the
smoldering pits of the infernal realms. Standing at a diminutive height, its size belies the malice that flickers in its
crimson eyes. The Skorchling’s skin is charcoal black, crackling with embers that escape its body in fits of fiery
temper. With its gaunt, sinewy build, it moves with a skittish agility, eager to release its pent-up wrath upon the mortal
plane. Horns akin to sharp obsidian scythes crown its head, a menacing silhouette against the backdrop of its burning
homeland. Its hands are clawed, and from one, it conjures a whip of pure flame, a gift from the demonic forges, ready
to sear flesh and soul alike.

Skorchling
Small fiend (demon), chaotic evil

Armor Class 13 (natural armor)


Hit Points 22 (5d6 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 6 (-2) 11 (+0) 10 (+0)

Skills Stealth +4
Damage Resistances fire; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 1 (200 XP)

Fiery Rebirth. When the Skorchling dies, it explodes in a


burst of flame. Each creature within 5 feet of it must
make a DC 12 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a
successful one.

Actions
Multiattack. The Skorchling makes two attacks: one with
its bite and one with its flaming whip.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 4 (1d4 + 2) piercing damage.

Flaming Whip. Melee Weapon Attack: +4 to hit, reach 10


ft., one target. Hit: 6 (1d8 + 2) fire damage. The target
ignites in flames and takes 3 (1d6) fire damage at the
start of each of its turns. A creature can end this
damage by using its action to make a DC 10 Dexterity
check to extinguish the flames.

Reactions
Infernal Retort. When the Skorchling takes damage from
a creature within 5 feet of it, the Skorchling can cause
flames to leap from its body at the attacker. The attacker
must make a DC 12 Dexterity saving throw, taking 3
(1d6) fire damage on a failed save, or half as much
damage on a successful one.

INFERNAL BESTIARY
255
Blackwing Tormentor
The Blackwing Tormentor is a fearsome and powerful
demon that haunts the darkest corners of the Blackwing Tormentor
Large fiend, chaotic evil
multiverse. Born from the depths of the Abyss, these
creatures embody chaos and malevolence. With their
imposing size, shadowy wings, and wicked intellect, Armor Class 18 (natural armor)
they strike fear into the hearts of those who dare to Hit Points 210 (20d10 + 100)
Speed 40 ft., fly 60 ft.
oppose them. Their name, derived from the ominous
black feathers that adorn their wings, serves as a
warning of the torment they inflict upon their victims. STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 14 (+2) 16 (+3) 18 (+4)

Damage Resistances cold, fire, lightning; bludgeoning,


piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 13 (10,000 XP)

Fiendish Resistance. The tormentor has advantage on


saving throws against spells and other magical effects.

Flyby. The tormentor doesn’t provoke an opportunity


attack when it flies out of an enemy’s reach.

Innate Spellcasting. The tormentor’s innate spellcasting


ability is Charisma (spell save DC 16). The tormentor
can innately cast the following spells, requiring no
material components:
At will: darkness, detect magic, dispel magic
3/day each: fear, teleport
1/day: plane shift

Shadowy Wings. The tormentor’s wings give it a fly


speed of 60 feet. While flying, it has resistance to
bludgeoning, piercing, and slashing damage from
nonmagical weapons.
Actions
Multiattack. The tormentor makes two attacks: one with
its bite and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one


target. Hit: 16 (2d10 + 5) piercing damage plus 10 (3d6)
fire damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 5) slashing damage.

Shadow Breath (Recharge 5-6). The tormentor exhales


shadowy energy in a 30-foot cone. Each creature in that
area must make a DC 16 Dexterity saving throw, taking
42 (12d6) necrotic damage on a failed save, or half as
much damage on a successful one.

INFERNAL BESTIARY
256
Greater Fiends & Devils

t
he denizens of the infernal realms are lairs are nightmarish fortresses, where the screams of
as diverse as the torments they inflict upon the tormented echo through endless corridors of dread.
the damned souls. These hellish beings,
each more dreadful than the last, populate These infernal beings possess an insatiable hunger for
a landscape of eternal suffering and souls and derive perverse pleasure from the anguish of
despair. Within the category of Greater mortals. They are masters of manipulation, employing
Fiends & Devils, you will encounter an deceit, temptation, and trickery to lure unsuspecting
assortment of malevolent entities that victims into their clutches. Their power is formidable, as
embody the very essence of wickedness they harness dark magic and employ vile tactics to
and despair. These monstrous beings subjugate both body and spirit. Their influence extends
wield unimaginable power, cunningly exploiting their far beyond the boundaries of Hell, reaching into the
victims’ weaknesses to perpetuate suffering. Their mortal world to corrupt and destroy. They weave
forms are as varied as their torments, ranging from intricate schemes, playing the long game to ensnare
towering, horned monstrosities to serpentine horrors powerful souls and sow chaos across the planes of
that slither through the shadows, all exuding an aura of existence.
malevolence.
In battle, Greater Fiends & Devils are formidable
Greater Fiends & Devils often serve as rulers and opponents, utilizing a lethal combination of
commanders within their respective infernal domains. supernatural abilities, combat prowess, and intricate
They inhabit the upper echelons of Hell’s hierarchy, knowledge of the darkest arts. They are cunning
their authority stemming from a combination of strategists, capable of commanding legions of minions
diabolical intelligence, supernatural abilities, and with ruthless efficiency. Their mere presence exudes an
ruthless ambition. Each fiend or devil holds dominion aura of malevolence, striking fear into the hearts of even
over a particular level of torment, exercising control the bravest heroes. Their attacks are swift and
over countless minions and lesser creatures. These merciless, leaving a trail of devastation in their wake. To
beings are the architects of suffering, meticulously face one of these fiends is to confront the very
crafting new ways to inflict pain and anguish upon the embodiment of evil, a test of both might and will that
unfortunate souls condemned to their realms. Their few can hope to survive unscathed.

INFERNAL BESTIARY
257
Pyroclasm Devil
Pyroclasm Devils are fearsome and destructive fiends that embody the essence of fire and chaos. These malevolent
creatures are believed to originate from the infernal planes, where they serve powerful devil lords as enforcers and
agents of destruction. Possessing a burning countenance and a hulking form wreathed in flames, Pyroclasm Devils
strike terror into the hearts of even the most courageous adventurers.

Combat. Pyroclasm Devils are relentless combatants,


utilizing their fiery powers and formidable physical
strength to decimate their foes. They revel in causing
Pyroclasm Devil
Large fiend (devil), lawful evil
havoc and setting ablaze anything that stands in their
way. The flames that surround their bodies not only
provide them with a fearsome appearance but also act Armor Class 19 (natural armor)
Hit Points 216 (18d10 + 108)
as a dangerous deterrent to anyone foolish enough to
Speed 40 ft.
engage them in close combat.

STR DEX CON INT WIS CHA


24 (+7) 20 (+5) 22 (+6) 16 (+3) 18 (+4) 20 (+5)

Saving Throws Dex +10, Con +11, Wis +9, Cha +10
Damage Resistances fire; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Challenge 16 (15,000 XP)

Fire Aura. Any creature that starts its turn within 10 feet
of the Pyroclasm Devil takes 14 (4d6) fire damage.

Flaming Strikes. The Pyroclasm Devil’s weapon attacks


are imbued with fiery energy. Its melee weapon attacks
deal an extra 7 (2d6) fire damage.

Immolation. When the Pyroclasm Devil drops to 0 hit


points, it explodes in a burst of flame. Each creature
within 30 feet of it must make a DC 18 Dexterity saving
throw, taking 35 (10d6) fire damage on a failed save, or
half as much damage on a successful one. The
explosion ignites flammable objects in that area that
aren’t being worn or carried.

Magic Resistance. The Pyroclasm Devil has advantage on


saving throws against spells and other magical effects.

Actions
Multiattack. The Pyroclasm Devil makes three attacks:
one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one


target. Hit: 20 (2d10 + 9) piercing damage plus 7 (2d6)
fire damage.

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one


target. Hit: 17 (2d8 + 9) slashing damage plus 7 (2d6)
fire damage.

Inferno Breath (Recharge 5-6). The Pyroclasm Devil


exhales fire in a 30-foot cone. Each creature in that area
must make a DC 18 Dexterity saving throw, taking 35
(10d6) fire damage on a failed save, or half as much
damage on a successful one.

INFERNAL BESTIARY
258
Cacodemonic Brute
Cacodemonic Brute The Cacodemonic Brute is a hulking fiend that seems to
Large fiend, chaotic evil have been chiseled out of the very rocks of the lower
planes. Its skin is ashen and cracked, with smoldering
Armor Class 18 (natural armor) embers visible in the fissures that line its body. The
Hit Points 225 (18d12 + 108) brute’s eyes burn with a fierce crimson light, and its
Speed 40 ft. mouth is filled with jagged teeth that can tear through
armor and flesh with equal ease. It is adorned with
STR DEX CON INT WIS CHA jagged armor and chains, carrying the trophies of its
24 (+7) 12 (+1) 22 (+6) 6 (-2) 10 (+0) 6 (-2) countless battles and the souls it has claimed. This fiend
thrives in the heat of conflict, delighting in the clangor of
Saving Throws Str +12, Con +11 battle and the screams of the defeated.
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., passive Perception 10
Languages Abyssal
Challenge 15 (13,000 XP)

Rampaging Charge. If the Cacodemonic Brute moves at


least 20 feet straight toward a target and then hits it with
a melee weapon attack on the same turn, the target
takes an additional 14 (4d6) bludgeoning damage. If the
target is a creature, it must succeed on a DC 18
Strength saving throw or be knocked prone.

Terrifying Presence. Each creature of the Cacodemonic


Brute’s choice that is within 30 feet of it and aware of it
must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Demonic Resilience. The Cacodemonic Brute has


advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. The Cacodemonic Brute makes three
attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one


target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one


target. Hit: 19 (3d8 + 6) slashing damage.

Infernal Roar (Recharge 5-6). The Cacodemonic Brute


emits a terrifying roar. Each creature of the Brute’s
choice within 30 feet of it must make a DC 16
Constitution saving throw, taking 35 (10d6) thunder
damage on a failed save, or half as much damage on a
successful one. Additionally, on a failed save, the
creature is stunned until the end of its next turn.

Hurl Object. The Cacodemonic Brute hurls a large object


at a target within 60 feet. The target must succeed on a
DC 18 Dexterity saving throw or take 21 (6d6)
bludgeoning damage and be knocked prone.

INFERNAL BESTIARY
259
Harbinger of Ruin
The Harbingers of Ruin are powerful
entities hailing from the depths of the Nine
Hells. These fiendish beings embody the
evil nature of devils, executing their infernal
machinations with precision and
ruthlessness. Serving as harbingers of
doom, they are often deployed by powerful
devil lords to carry out their bidding and
spread chaos and despair across the
mortal realms.
Appearance. Harbingers of Ruin manifest
as imposing figures standing at an average
height of six feet. Their dark skin and their
terrifying form exude an aura of despair.
Gleaming red eyes glow with an intensity
that instills fear in the hearts of their enemies.
With wings of blackened membranes, these
fiends possess the ability to take flight, soaring
through the air with sinister grace.

Harbinger of Ruin Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Medium fiend (devil), lawful evil
Infernal Blast (Recharge 5-6): The devil releases a blast of
Armor Class 18 (natural armor) infernal energy in a 30-foot cone. Each creature in that area
Hit Points 153 (18d8 + 72) must make a DC 16 Dexterity saving throw, taking 27 (6d8)
Speed 30 ft., fly 60 ft. fire damage on a failed save, or half as much damage on a
successful one.
STR DEX CON INT WIS CHA
Summon Reinforcements (1/Day): The devil magically
18 (+4) 16 (+3) 18 (+4) 15 (+2) 14 (+2) 20 (+5) summons 2d6 lemures or 1d6 barbed devils. The
summoned devils appear in unoccupied spaces within 60
Damage Resistances cold; bludgeoning, piercing, and feet of the devil and act immediately after it in the initiative
slashing damage from nonmagical attacks that aren’t order.
silvered
Damage Immunities fire, poison Legendary Actions
Condition Immunities poisoned The devil can take 3 legendary actions, choosing from the
Senses darkvision 120 ft., passive Perception 12 options below. Only one legendary action option can be
Languages Infernal, telepathy 120 ft. used at a time and only at the end of another creature’s
Challenge 13 (10,000 XP) turn. The devil regains spent legendary actions at the start
of its turn.
Devil’s Sight: Magical darkness doesn’t impede the devil’s
darkvision. Infernal Leap: The devil leaps up to 30 feet in a straight line,
passing through other creatures’ spaces. Each creature
Magic Resistance: The devil has advantage on saving throws within 5 feet of the devil’s path must make a DC 16
against spells and other magical effects. Dexterity saving throw, taking 9 (2d8) fire damage on a
failed save, or half as much damage on a successful one.
Fiendish Teleportation: As a bonus action, the devil can
magically teleport up to 60 feet to an unoccupied space it Hellish Rebuke: The devil points at a creature it can see
can see. within 60 feet of it. The target must make a DC 16 Dexterity
saving throw, taking 21 (6d6) fire damage on a failed save,
Actions or half as much damage on a successful one.
Multiattack: The devil makes two attacks: one with its spear
Dark Aura (Costs 2 Actions): The devil emits an aura of
and one with its tail.
darkness in a 20-foot radius. The area becomes heavily
Spear: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. obscured. Creatures other than the devil that start their turn
Hit: 11 (1d8 + 7) piercing damage plus 7 (2d6) fire damage. in the area must succeed on a DC 16 Constitution saving
throw or be blinded until the start of their next turn.

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260
Corruptive Warden
Corruptive Wardens are infernal enforcers born from
Hell’s deepest fissures. These monstrous entities are
cloaked in smoldering darkness, their very presence
an affront to the natural order. With limbs like
charred pillars and eyes like molten pits, they exude
an aura of corruption that desecrates the ground
they walk upon.
Tasked with the containment and punishment
of wayward souls, their dominion is one of fire
and shadow. A Corruptive Warden’s touch
is ruinous, leaving seared marks on flesh
and spirit alike. They are relentless in their
duty, unyielding and utterly without mercy.
To confront a Corruptive Warden is to
face an ancient and implacable malice
from the depths of Hell itself.

Corruptive Warden Magic Resistance. The corruptive warden has advantage on


saving throws against spells and other magical effects.
Large fiend, lawful evil
Spellcasting. The corruptive warden is a 10th-level
Armor Class 18 (natural armor) spellcaster. Its spellcasting ability is Charisma (spell save
Hit Points 157 (15d10 + 75) DC 16, +8 to hit with spell attacks). The corruptive warden
has the following spells prepared:
Speed 40 ft. Cantrips (at will): fire bolt, prestidigitation, thaumaturgy
1st level (4 slots): bane, command, protection from good
STR DEX CON INT WIS CHA and evil
19 (+4) 16 (+3) 20 (+5) 15 (+2) 14 (+2) 18 (+4) 2nd level (3 slots): darkness, scorching ray, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, fireball
4th level (3 slots): banishment, wall of fire
Saving Throws Str +8, Con +9, Cha +8 5th level (2 slots): dominate person, flame strike
Skills Perception +6, Intimidation +8 Actions
Damage Resistances cold; bludgeoning, piercing, and
Multiattack. The corruptive warden makes three attacks: two
slashing from nonmagical attacks that aren’t silvered
with its claws and one with its tail.
Damage Immunities fire, poison
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Condition Immunities poisoned
target. Hit: 12 (2d6 + 4) slashing damage.
Senses darkvision 120 ft., passive Perception 16
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Languages Infernal, telepathy 120 ft.
Hit: 10 (1d8 + 4) piercing damage. If the target is a creature,
Challenge 11 (7,200 XP) it must succeed on a DC 16 Strength saving throw or be
knocked prone.
Aura of Corruption. At the start of each of the corruptive
Infernal Grasp (Recharge 5-6). The corruptive warden targets
warden’s turns, each creature within 10 feet of it takes 5 one creature it can see within 60 feet of it. The target must
(1d10) poison damage.
succeed on a DC 16 Dexterity saving throw or be magically
Devil’s Sight. Magical darkness doesn’t impede the pulled up to 20 feet toward the warden. On a failed save, the
corruptive warden’s darkvision. warden can make a claw attack against the target as a bonus
action.

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261
Blightlord
Blightlords are the embodiment of decay and ruin, a
terrifying consequence of infernal corruption
manifesting in the material realm. Birthed from the
foulest pits of Hell, these abominations are sent forth by
their demonic masters to sow desolation across the
lands. Standing taller than most men and adorned with
jagged spikes, their skin weeps with acidic ichor that
burns all it touches.
A Blightlord’s presence is often heralded by withering
crops, souring water, and a palpable sense of dread
that clings to the air like a thick fog. These creatures
are not mindless beasts; they possess a cruel
intelligence and revel in the suffering they cause.
With each step, they corrupt the very essence
of life around them, leaving only barrenness
in their wake.

Blightlord Spellcasting. The Blightlord is a 9th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 15, +7 to hit
Medium fiend, neutral evil
with spell attacks). The Blightlord has the following spells
prepared:
Armor Class 17 (natural armor) Cantrips (at will): chill touch, poison spray, thaumaturgy
Hit Points 120 (16d8 + 48) 1st level (4 slots): bane, inflict wounds, ray of sickness
Speed 30 ft. 2nd level (3 slots): blindness/deafness, ray of enfeeblement
3rd level (3 slots): bestow curse, vampiric touch
STR DEX CON INT WIS CHA 4th level (3 slots): blight, phantasmal killer
18 (+4) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 5th level (2 slots): cloudkill, insect plague

Actions
Skills Perception +4, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and Multiattack. The Blightlord makes two attacks: one with its
slashing from nonmagical attacks acidic bite and one with its necrotic touch.
Damage Immunities poison
Condition Immunities poisoned Acidic Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 14 target. Hit 12 (2d6 + 4) piercing damage plus 7 (2d6) acid
Languages Infernal, Abyssal damage.
Challenge 14 (11,500 XP) Necrotic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one
creature. Hit 14 (4d6) necrotic damage.
Aura of Decay. At the start of each of its turns, any creature
within 30 feet of the Blightlord must make a Constitution
saving throw. On a failed save, they take 10 (3d6) necrotic
damage or half damage on a success.

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262
Infernal Harpy Queen
The Infernal Harpy Queen is a malevolent sovereign of the skies in the
lower realms, commanding the obedience and fear of those that dwell in
the accursed skies of Hell. Her visage is striking, with a crown of
flame-like plumage that burns without consuming and a gaze that
pierces through the bravest of souls. The Queen’s wings, etched with
veins of fire, carry her through the sulfurous air with terrifying grace.
Her talons are capable of rending the strongest armor, and her voice,
when she chooses to unleash it, weaves a spell of enthrallment more
potent than any siren’s call.

Infernal Harpy Queen Hellfire Breath (Recharge 5-6). Erinys exhales fire in a 30-foot
cone. Each creature in that area must make a DC 20
Medium fiend, neutral evil
Dexterity saving throw, taking 63 (18d6) fire damage on a
failed save, or half as much damage on a successful one.
Armor Class 19 (natural armor)
Hit Points 257 (23d10 + 138) Infernal Shriek (Recharge 5-6). Erinys emits a piercing shriek
Speed 30 ft., fly 60 ft. that is audible within 300 feet of her. Each creature within 60
feet of her that can hear her must succeed on a DC 20
Wisdom saving throw or become frightened for 1 minute.
STR DEX CON INT WIS CHA
While frightened in this way, a creature’s speed is halved,
20 (+5) 22 (+6) 22 (+6) 16 (+3) 18 (+4) 24 (+7) and it takes 14 (4d6) psychic damage at the start of each of
its turns. The frightened creature can repeat the saving
Saving Throws Dex +12, Con +12, Wis +10, Cha +15 throw at the end of each of its turns, ending the effect on
Skills Perception +10, Deception +15, Insight +10, itself on a success.
Persuasion +15
Damage Resistances fire; bludgeoning, piercing, and Dominating Gaze (Recharge 6). Erinys targets one creature
slashing from nonmagical attacks she can see within 60 feet of her. The target must succeed
Senses darkvision 120 ft., passive Perception 20 on a DC 20 Wisdom saving throw or be charmed by Erinys
Languages Infernal, Common, telepathy 120 ft. for 1 minute. While charmed in this way, the creature
Challenge 18 (20,000 XP) regards Erinys as a trusted ally to be heeded and protected.
The charmed creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
Infernal Majesty. Erinys has advantage on saving throws success.
against being charmed or frightened. She exudes an aura of
oppressive authority within a 30-foot radius, making all
Charisma (Persuasion) checks made by her have advantage.
Legendary Actions
Erinys can take 3 legendary actions, choosing from the
Keen Sight. Erinys has advantage on Wisdom (Perception) options below. Only one legendary action option can be
checks that rely on sight. used at a time, and only at the end of another creature’s
turn. Erinys regains spent legendary actions at the start of
Magic Resistance. Erinys has advantage on saving throws her turn.
against spells and other magical effects.
Talon Attack. Erinys makes one talons attack.
Flyby. Erinys doesn’t provoke an opportunity attack when
she flies out of an enemy’s reach. Claw Attack. Erinys makes one claws attack.

Actions Hellfire Burst (Costs 2 Actions). Erinys uses her Hellfire


Breath.
Multiattack. Erinys makes three attacks: one with her talons
and two with her claws. Seductive Whisper (Costs 3 Actions). Erinys whispers a
seductive incantation, targeting one creature she can see
Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one
within 60 feet of her. The target must succeed on a DC 20
target. Hit: 21 (4d6 + 7) slashing damage. Wisdom saving throw or fall prone, charmed by Erinys for 1
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one minute. While charmed in this way, the creature is
target. Hit: 19 (3d8 + 6) slashing damage. incapacitated and has a speed of 0. The charmed creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

INFERNAL BESTIARY
263
Dukes and Duchesses of Hell

i
n this category, we delve into the victims into their treacherous grasp. Despite these
formidable Dukes and Duchesses of Hell, differences, they all share an unparalleled malice and an
powerful entities that hold commanding insidious desire to corrupt and dominate souls.
positions in the hierarchy of the infernal
dominion. These diabolical aristocrats are To encounter a Duke or Duchess of Hell is to confront
the pinnacle of demonic authority, the embodiment of evil itself. Their presence is suffused
embodying the very essence of wickedness with an overwhelming aura of malevolence, and their
and malevolence. With their immense dominion radiates an oppressive and vile energy that
intelligence, supernatural abilities, and chills the very soul. They wield formidable magical
insatiable hunger for chaos, they are the abilities, casting dark spells and curses with ease to
architects of suffering and the masters of manipulation torment and subjugate all who dare challenge their
within their respective domains. authority. Their power is absolute, and their cruelty
knows no bounds, making them some of the most
These infernal nobles wield considerable influence over fearsome entities in the infernal hierarchy.
the dark legions of Hell, commanding hordes of lesser
demons to do their bidding. Each Duke or Duchess of Their influence extends beyond the infernal realms into
Hell possesses a unique combination of cunning the mortal world, where they sow discord and chaos
intellect and strategic acumen, allowing them to exploit through their minions and followers. These human
the weaknesses of both mortals and other infernal agents, often corrupted by promises of power and
beings with devastating efficiency. Their machinations wealth, carry out the nefarious plans of their dark
perpetuate a cycle of torment and despair, ensuring masters, spreading fear and corruption among the
their dominion remains unchallenged. living. The reach of a Duke or Duchess of Hell is long
and insidious, leaving a trail of devastation and despair
The precise powers and appearances of these demonic in their wake, forever altering the fates of those
aristocrats vary widely. Some manifest in grotesque, unfortunate enough to cross their path.
monstrous forms adorned with horrific mutations and
appendages, while others adopt an illusion of beauty,
using their beguiling appearances to lure unsuspecting

INFERNAL BESTIARY
264
Valerian, the Blade of Darkness
Valerian, known as the Blade of Darkness, is a formidable and imposing figure among the hierarchy of demons.
Towering at a height of over ten feet, his muscular form is covered in sleek, obsidian-black armor adorned with
intricate, twisting patterns that seem to writhe and pulsate with dark energy. Fiery crimson eyes burn with an intense
malevolence within the depths of his helm, which resembles the snarling visage of a fearsome horned beast. In his
hands, Valerian wields a massive greatsword, its blade forged from an otherworldly black metal that seems to absorb
all light, leaving only a chilling void in its wake.

Lore. Valerian holds the prestigious title of Duke of


Hell, a position of power and authority within the
demonic hierarchy. As the Blade of Darkness, he
embodies chaos, brutality, and the insatiable thirst for
destruction. He is a master of combat, his movements
swift and precise, as if guided by an unseen force of
maleficent skill. Valerian’s strikes are a deadly dance of
flashing blades, tearing through armor and rending
flesh with cruel efficiency. His dark presence instills
fear and despair, as the mere sight of his wicked form
sends shivers down the spines of even the bravest
warriors.

History. The origins of Valerian remain shrouded in


mystery, lost amidst the eons of demonic history.
However, ancient tales speak of his rise to power
through a series of treacherous battles and vile pacts
forged in the darkest recesses of the abyssal realms. It
is said that he emerged as a favored champion of the
Abyss, a force of chaos that revels in the corruption of
mortal souls. Valerian’s ascent to the position of Duke
of Hell is a testament to his indomitable will and
ruthless ambition, as he outmaneuvered rivals and
vanquished adversaries in a relentless pursuit of
dominance.

Whispers of Valerian’s exploits echo through the


twisted halls of the infernal realms, as tales of his
insatiable bloodlust and unyielding might spread like
wildfire among demons and mortals alike. His name
has become a symbol of terror, his actions leaving trails
of devastation in his wake. It is said that even the most
fortified bastions of good tremble at the mere mention
of Valerian, for his presence heralds an age of darkness
and suffering.

Beware, for crossing paths with Valerian means


courting a swift and merciless demise. His blade thirsts
for blood, and his demonic essence exudes an aura of
malefic power that few can withstand. Those who dare
to challenge him must be prepared for a battle that tests
not only their strength but also their resolve to resist the
allure of darkness. Valerian, the Blade of Darkness,
stands as a testament to the eternal struggle between
the forces of evil and the valiant defenders of light.

265
Valerian, the Blade of First attack. Valerian damages a line 15 feet long and 10
feet wide in front of him. The adjacent spaces at the end
Darkness of the area are the Critical Zone. All creatures in the area
Large fiend (demon), chaotic evil make a DC 22 Strength saving throw. On a failure,
creatures in the lesser area take 11 (3d8) bludgeoning
damage, while creatures in the Critical Zone take 18 (4d8)
Armor Class 22 (natural armor) bludgeoning damage and are knocked prone. Creatures
Hit Points 253 (22d10 + 132)
that succeed take half damage and are not knocked
Speed 50 ft. prone.
Second attack. Valerian swipes his sword across an area in
STR DEX CON INT WIS CHA front of him. He damages a 40-foot rectangle in front of
24 (+7) 16 (+3) 22 (+6) 18 (+4) 16 (+3) 20 (+5) him, 10 feet away from him and 20 feet across. The
spaces furthest from him are the Critical Zone. Creatures
within the area make a DC 22 Dexterity saving throw.
Saving Throws Str +14, Dex +10, Con +13, Cha +12
Creatures that fail within the lesser area take 18 (4d8)
Skills Acrobatics +10, Arcana +11, Athletics +14, History
slashing damage, and 27 (6d8) slashing damage in the
+11, Insight +10, Intimidation +12, Investigation +11,
Critical Zone while also being knocked prone. Creatures
Perception +10, Survival +10
that succeed take half damage and are not knocked
Damage Resistances cold, fire, psychic, necrotic, radiant;
prone.
bludgeoning, piercing, and slashing from magical attacks
Third attack. Valerian jumps into the air and slams his
Damage Immunities poison; bludgeoning, piercing, and
weapon to the ground with his full weight behind it.
slashing from nonmagical attacks
Creatures within a 20-foot radius, 10 feet tall cylinder
Condition Immunities charmed, frightened, petrified,
centered on Valerian, make a DC 22 Dexterity saving
poisoned
throw, taking 27 (6d8) bludgeoning damage on a failed
Senses passive Perception 20
save and half as much on a success. Creatures within 10
Languages Celestial, Common
feet of Valerian are in the Critical Zone. They take 36 (8d8)
Challenge 21 (33,000 XP)
bludgeoning damage and are knocked prone on a failed
save and half as much damage and resist being knocked
Ancient Ascended. Valerian has advantage on saving throws prone on a success. Valerian can break up these actions
made to resist spells and other magical effects. His attacks with movement as if they were standard attacks.
are considered magical for the purpose of overcoming
resistance and immunity.
Umbral Dash. Valerian shoves himself 10 feet forward. On
Immutable Form. Due to his shifting nature, Valerian and his his next Greatsword or Dark Blade action, he can reroll all
sword are immune to any spell or effect that would alter 1’s and 2’s for damage. He must use the new rolls.
their form.
World Ender (1/Day). Valerian pulls dark energy from within
One with the Blade. Valerian cannot be disarmed of his his weapon. Creatures that can see Valerian within 60 feet of
greatsword. him must make a DC 20 Wisdom saving throw or become
frightened of Valerian for one minute. Valerian gains the
Life-drinker. Valerian regains 7 (2d6) hit points for each following traits for 1 minute:
creature he damages in the Critical Zone of his abilities and
3 (1d6) for each creature damaged by the lesser areas. Gains a flying speed equal to his land speed, as wings
spring from his shoulders.
Deathbringer Stance. Valerian’s first Greatsword attack each Can make an additional Greatsword attack on his turn or
round deals an additional 3d6 piercing damage. Any hit with his Attack Legendary Action.
points the target would recover from any source until the
start of Valerian’s next turn are reduced by an amount equal Legendary Actions
to this bonus damage. A creature cannot be subject to this
Valerian can take 3 legendary actions, choosing from the
bonus damage on consecutive rounds. options below. Only one legendary action option can be
Actions used at a time and only at the end of another creature’s
turn. Valerian regains spent legendary actions at the start of
Multiattack. Valerian can make three Greatsword attacks, his turn.
three consecutive Dark Blade actions, and up to two Umbral
Dash actions in between those options. Attack. Valerian can make one Greatsword attack against a
creature within range.
Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target. Hit: 24 (4d6 + 10) slashing damage and 18 (4d8) Umbral Dash (Costs 2 Actions). Valerian can make one
necrotic damage. Valerian gains hit points equal to half of Umbral Dash in any direction. On his next turn, Valerian
the slashing damage dealt and an amount equal to the cannot make an Umbral Dash as his first action.
necrotic damage dealt.
World Ender (Costs 3 Actions). Valerian can activate World
Dark Blade. Valerian slings his weapon in a crescendo of Ender.
concussive force.

266
Bael, the Demonlord of Flames
Bael, the fearsome Demonlord of Flames, stands as a towering figure in the hierarchy of the infernal realms. With a
hulking, muscular form covered in scales of crimson and black, Bael emanates an aura of searing heat and
overwhelming power. Its eyes burn with an intense, malevolent fire, and its elongated horns curve upwards, dripping
molten lava. This demon’s massive wings, adorned with fiery patterns, enable it to soar through the air with a grace
that belies its gargantuan size. Clad in infernal armor that glows with an intense heat, Bael wields immense claws and
a spiked tail capable of devastating blows, each imbued with the scorching flames of its demonic domain.

Lore. Bael is one of the infamous Dukes of Hell, a


position it has earned through ruthless domination and
mastery over the element of fire. This cunning and
brutal demon revels in chaos and destruction,
delighting in the torment of souls and the
engulfing infernos that consume realms.
Known as a tactical genius, Bael possesses
an unparalleled strategic mind, making it a
formidable adversary even among its
demon brethren.

History. The origins of Bael are shrouded


in mystery, with dark tales and ancient
legends hinting at its ascent to power.
Whispers among occult scholars suggest that
Bael was once a mortal who made a pact
with the primordial forces of the abyss,
sacrificing its humanity in exchange for
diabolical might and immortality.
Through centuries of bloody conquest and
manipulation, Bael rose through the ranks of
demonkind, gaining favor with the infernal
powers and ultimately becoming one of
the most dreaded Demonlords.

Legends speak of Bael’s involvement in


cataclysmic events that have
reshaped the planes. It is said that
Bael orchestrated the great inferno that
consumed the Forbidden City of
Pyradis, reducing it to smoldering
ruins and claiming countless lives as
tribute to its insatiable hunger for
destruction. The Demonlord’s fiery
wrath has left a scorched trail across
countless realms, and its malevolent
influence continues to spread like
wildfire.

INFERNAL BESTIARY
267
Bael, the Demonlord of Actions
Flames Multiattack. Bael makes three attacks: one with its bite and
two with its claws.
Huge fiend (demon), chaotic evil
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Armor Class 20 (natural armor) target. Hit: 26 (3d12 + 8) piercing damage plus 10 (3d6) fire
Hit Points 345 (30d12 + 150) damage.
Speed 60 ft., fly 60 ft.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 22 (4d8 + 8) slashing damage plus 10 (3d6) fire
STR DEX CON INT WIS CHA damage.
26 (+8) 18 (+4) 20 (+5) 22 (+6) 16 (+3) 24 (+7)
Hellfire Breath (Recharge 5-6). Bael exhales fire in a 60-foot
Saving Throws Str +15, Dex +11, Con +12, Wis +9, Cha +14 cone. Each creature in that area must make a DC 21
Damage Resistances cold, fire; bludgeoning, piercing, and Dexterity saving throw, taking 77 (22d6) fire damage on a
slashing from nonmagical attacks failed save, or half as much damage on a successful one.
Damage Immunities lightning, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13 Legendary Actions
Languages Abyssal, telepathy 120 ft. Bael can take 3 legendary actions, choosing from the
Challenge 22 (41,000 XP) options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
Legendary Resistance (3/Day). If Bael fails a saving throw, it turn. Bael regains spent legendary actions at the start of its
can choose to succeed instead. turn.

Magic Resistance. Bael has advantage on saving throws Claw Attack. Bael makes one claw attack.
against spells and other magical effects.
Hellfire Aura (Costs 2 Actions). Bael activates or deactivates
Magic Weapons. Bael’s weapon attacks are magical. its hellfire aura. While active, any creature that starts its turn
within 10 feet of Bael takes 10 (3d6) fire damage.

Fiery Presence (Costs 3 Actions). Bael releases a wave of


intense heat in a 30-foot radius around it. Each creature in
that area must make a DC 21 Constitution saving throw,
taking 33 (6d10) fire damage and being blinded for 1
minute on a failed save, or half as much damage and not
blinded on a successful one. A creature can repeat the
saving throw at the end of each of its turns, ending the
blinded condition on a success.

268
Hecate, the Duchess of Witchcraft
Hecate, the Duchess of Witchcraft, is a formidable fiend that exudes an aura of dark power and malevolence. Towering
at a height of over 10 feet, she possesses a commanding presence and an air of regal authority. Her form is an
amalgamation of fiendish and humanoid features, with gleaming red eyes that radiate a sense of cunning intelligence.
She is adorned with intricate and ominous black armor, which blends seamlessly with her ebony skin, accentuating
her imposing figure. Hecate’s flowing obsidian hair seems to writhe with an otherworldly energy, and her elongated,
clawed fingers crackle with arcane power.

Lore. Known throughout the infernal hierarchy as the


Duchess of Witchcraft, Hecate is a master
manipulator of dark magic and a renowned
sorceress among the denizens of Hell. While her
true origins remain shrouded in mystery, legends
speak of a powerful coven of witches that made a
pact with dark forces, granting them unearthly
powers. Hecate, the most ambitious and
unning of them all, sought to ascend to the
ranks of Hell’s nobility and became an envoy
of chaos and malevolence.

History. Hecate’s rise to power within the


demonic hierarchy was marked by her
relentless pursuit of arcane knowledge and
her mastery of the dark arts. Over the
centuries, she forged alliances, manipulated
lesser fiends, and outwitted rivals,
solidifying her position as a prominent
figure in the infernal court. Her insidious
influence reached far and wide, extending even
to mortal realms, where cults and covens sought her
favor, believing that they could harness her
forbidden powers.

Legends surrounding Hecate’s infamous


Witchcraft Sabbaths are whispered in hushed tones
by both mortals and fiends alike. These gatherings,
said to occur in desolate corners of the
Material Plane, are said to be steeped in
unspeakable rituals, where mortals are enticed
into dark pacts, offering their souls in exchange for
power or arcane secrets. Hecate, ever the temptress,
revels in the corruption of mortal souls, further fueling
her own unholy power.

Her domain within Hell is a twisted reflection of her


nature—a realm shrouded in perpetual darkness, with
eerie landscapes distorted by twisted, gnarled trees
and shadowy mists that conceal lurking horrors.
Hecate’s court is filled with sycophantic witches,
demons subservient to her power, and enslaved
spirits forced to do her bidding. From her throne,
she orchestrates sinister machinations, expanding
her dominion and furthering her influence over both
mortal and infernal realms.

269
Hecate, the Duchess of Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 28 (2d6 + 8) slashing damage plus 14 (4d6)
Witchcraft necrotic damage.
Large fiend (demon), chaotic evil
Shadow’s Embrace (Recharge 6). Hecate extends her hand
towards a creature she can see within 30 feet of her and
Armor Class 22 (natural armor) shrouds it in a veil of darkness. The target must make a DC
Hit Points 375 (30d10 + 210) 20 Dexterity saving throw, taking 45 (10d8) necrotic damage
Speed 60 ft. on a failed save, or half as much damage on a successful
one. Hecate then regains hit points equal to the damage
STR DEX CON INT WIS CHA dealt.
15 (+2) 26 (+8) 24 (+7) 22 (+6) 22 (+6) 21 (+5)
Frightful Presence. Each creature of Hecate’s choice that is
within 120 feet of Hecate and aware of her must succeed on
Skills Acrobatics +15, Arcana +13, Deception +12, History a DC 19 Wisdom saving throw or become frightened for 1
+13, Insight +13, Perception +13, Religion +13, Sleight of minute. A creature can repeat the saving throw at the end of
Hand +15, Stealth +15 each of its turns, ending the effect on itself on a success. If
Damage Vulnerabilities radiant a creature’s saving throw is successful or the effect ends for
Damage Resistances acid, cold, lightning it, the creature is immune to Hecate’s Frightful Presence for
Damage Immunities fire, necrotic, poison; bludgeoning, the next 24 hours.
piercing, and slashing from nonmagical attacks that
aren’t silvered Change Shape. Hecate magically polymorphs into a
Condition Immunities charmed, exhaustion, frightened, humanoid or beast that has a challenge rating no higher
paralyzed, poisoned than her own, or back into her true form. She reverts to her
Senses truesight 120 ft., passive Perception 23 true form if she dies. Any equipment she is wearing or
Languages all, telepathy 120 ft. carrying is absorbed or borne by the new form (Hecate’s
Challenge 21 (33,000 XP) choice). In a new form, Hecate retains her alignment, hit
points, Hit Dice, ability to speak, proficiencies, Legendary
Legendary Resistance (3/Day). If Hecate fails a saving throw, Resistance and Intelligence, Wisdom, and Charisma scores,
she can choose to succeed instead. as well as this action. Her statistics and capabilities are
otherwise replaced by those of the new form, except any
Magic Resistance. Hecate has advantage on saving throws class features or legendary actions of that form.
against spells and other magical effects.
Reactions
Spellcasting. Hecate is a 20th-level spellcaster. Her Unbridled Fury. In response to being hit by a melee attack,
spellcasting ability is Wisdom (spell save DC 22, +14 to hit Hecate can make one melee attack with advantage against
with spell attacks). She knows the following spells: the attacker.
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): detect magic, magic missile, shield Legendary Actions
2nd level (at will): arcane lock, detect thoughts, invisibility, Hecate can take 3 legendary actions, choosing from the
mirror image options below. Only one legendary action option can be
3rd level (at will): animate dead, counterspell, dispel used at a time and only at the end of another creature’s
magic, fireball turn. Hecate regains spent legendary actions at the start of
4th level (3 slots): blight, ice storm, phantasmal killer her turn.
5th level (3 slots): cloudkill, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, Attack. Hecate makes one claw attack.
disintegrate
7th level (3 slots): finger of death, plane shift, teleport Teleport. Hecate magically teleports, along with any
8th level (2 slots): maze, mind blank equipment she is wearing or carrying, up to 120 feet to an
9th level (1 slot): power word kill unoccupied space she can see.
Actions Shadow Slip (Costs 2 Actions). Hecate becomes invisible
Multiattack. Hecate can use her Frightful Presence. She then until the start of her next turn.
makes three attacks.
Shadow’s Embrace (Costs 3 Actions). Hecate recharges and
uses her Shadow Embrace.

INFERNAL BESTIARY
270
Morgath, the Lord of Plague
Morgath, known as the Lord of Plague, is a towering fiend of immense power and malevolence. This monstrous
creature stands at an intimidating height, its grotesque form exuding an aura of decay and corruption. Covered in
festering wounds and oozing sores, Morgath’s hulking frame is a testament to the vile diseases it spreads. Its eyes
burn with a sickly green light, filled with malice and the promise of suffering. Morgath’s presence is suffused with a
foul stench, an olfactory assault that announces the arrival of the Lord of Plague.

Lore. Among the infernal hierarchy, Morgath is known


as a Duke of Hell, wielding authority over the legions of
demons and other vile entities dedicated to spreading
pestilence and decay. It is whispered that his origins lie
in the darkest recesses of Gluttony, where corruption
and rot reign supreme. Morgath’s dominion over
diseases and plagues is unparalleled, and he revels in
the suffering and despair inflicted upon mortals
by his wicked machinations.

History. Legends of Morgath’s existence trace


back to ancient times, where he was rumored to
have emerged from the depths of the mortal
world, heralding an era of death and
pestilence. As his power grew, Morgath
gathered a following of fanatical cultists,
twisted alchemists, and foul necromancers
who reveled in his malevolent gifts. Their
vile experiments and sacrilegious rituals
granted Morgath even greater influence,
solidifying his position as a feared entity
among both mortals and denizens of the
infernal realms.

Over the centuries, Morgath’s influence


spread like a contagion, his name whispered
in dread by those who had witnessed the
devastation caused by his plagues. Entire
cities fell into ruin, their populations decimated
by incurable diseases unleashed at the whim
of the Lord of Plague. His wrath was
indiscriminate, striking down the innocent
and guilty alike, for in his eyes, all mortals
were but vessels for his insidious creations.

Morgath’s power and influence reached


its zenith when he forged alliances with
other dark forces, including necromantic
cults and wicked sorcerers. Together,
they orchestrated cataclysmic events,
laying waste to entire kingdoms and
plunging entire regions into darkness
and despair. Morgath reveled in the
suffering he caused, delighting in the cries
of anguish and the rivers of tears shed by
those who fell victim to his plagues.

INFERNAL BESTIARY
271
Morgath, the Lord of Effluvial Discharge (Recharge 5-6). Morgath expels a tide of
rancid filth in a 60-foot cone. All creatures within that area
Plague must make a DC 20 Dexterity saving throw, taking 33 (6d10)
acid damage and 33 (6d10) poison damage on a failed save,
Huge fiend (demon), chaotic evil
or half as much on a successful one.
Armor Class 19 (natural) Malaise. Morgath hurls a glob of filth to a point he can see
Hit Points 348 (24d12+192) within 120 feet of him. All creatures in a 20-foot radius of
Speed 30 ft. that point must make a DC 20 Constitution saving throw,
taking 17 (3d10) poison damage and 17 (3d10) acid
STR DEX CON INT WIS CHA damage on a failed saving throw, or half as much on a
22 (+6) 16 (+3) 26 (+8) 17 (+3) 16 (+3) 18 (+4) successful one.

Miasma (Recharge 5-6). Morgath expels a cloud of toxic


Skills History +10, Insight +10, Perception +10, Religion +10 vapors that fill an area within a 30-foot radius of him. All
Damage Resistances necrotic; bludgeoning, piercing, and creatures within that area must make a DC 20 Constitution
slashing damage from nonmagical weapons saving throw. On a failed save, they take 33 (6d10) poison
Damage Immunities acid, poison damage and gain one level of exhaustion. On a successful
Condition Immunities blinded, deafened, charmed, save, they take half as much damage and are not exhausted.
frightened, paralyzed, petrified, poisoned, sleep The levels of exhaustion inflicted by this ability are
Senses truesight 120 ft.; passive Perception 20 cumulative.
Languages abyssal, celestial, infernal; telepathy 100 ft.
Challenge 23 (50,000 XP) Pestilence (1/Day). Morgath opens his belly and lets the
impurities he has consumed pour forth, poisoning the very
Legendary Resistance (3/Day). If Morgath fails a saving air and land. All creatures within 60 feet of Morgath must
throw, he can choose to succeed instead. make a DC 20 Constitution saving throw, taking 77 (14d10)
poison damage on a failed save, or half as much damage on
Magic Resistance. Morgath has advantage on saving throws a successful one. The ground in a 60-foot radius of the spot
against spells and other magical effects. where Morgath used Pestilence becomes saturated with
poisonous ichor for 1 day. The area becomes difficult terrain
Foul Weapons. Morgath’s weapons are magical. On a hit, for the duration. When a creature moves into or within the
they inflict an extra 4d8 poison damage. area, it takes 1d10 poison damage for every 5 feet it travels.

Siege Monster. Morgath’s attacks deal double damage to Legendary Actions


objects and structures. Morgath can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Stench. Any creature that starts its turn within 10 feet of
used at a time and only at the end of another creature’s
Morgath must succeed on a DC 20 Constitution saving
turn. Morgath regains spent legendary actions at the start of
throw or be poisoned until the start of its next turn. On a
its turn.
successful saving throw, the creature is immune to
Morgath’s stench for 24 hours. Beatdown. Morgath makes a slam attack.
Actions Malaise (Costs 2 Actions). Morgath uses Malaise.
Multiattack. Morgath makes two slam attacks.
Festering Fog (Costs 3 Actions). Morgath fills the air in a 30-
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one foot radius of himself with a magical fog that inhibits
target. Hit: 22 (3d10 + 6) bludgeoning damage and 18 (4d8) healing magic. All creatures within that area recover only
poison damage. half as much health from healing spells and effects until the
start of Morgath’s next turn.

INFERNAL BESTIARY
272
Archdemons of Hell

w
ithin the fiery depths of hell, where Their diabolical influence extends beyond their physical
chaos reigns supreme and tormented might, for Archdemons possess a profound
souls writhe in eternal suffering, dwell the understanding of mortal weaknesses and desires. They
Archdemons. These malevolent beings exploit these vulnerabilities to sow discord and
embody the darkest aspects of the infernal temptation, relentlessly corrupting souls and
realms, wielding formidable powers and perpetuating the infernal cycle of damnation. Through
commanding legions of lesser demons. As whispers of deceit and promises of power, they lure
the overseers of specific domains within mortals into their grasp, ensnaring them in a web of sin
Hell, they preside over their infernal from which there is no escape. The corruption spreads
dominions with a cruel and merciless like a plague, infecting all it touches and leaving behind
efficiency, their influence felt in every corner of the a trail of devastation and despair.
underworld.
Though the Archdemons share a malevolent nature,
Archdemons are ancient and insidious entities, born they are not united in purpose. Their insatiable lust for
from the primeval darkness that permeates the abyssal power and dominance often pits them against each
planes. Each Archdemon possesses a unique other, resulting in bitter rivalries and fierce battles.
appearance and a distinct set of abilities, reflecting the These internal conflicts are a constant source of turmoil
sin or vice they represent. These monstrous entities within Hell, as the Archdemons vie for control over
tower over their demonic minions, their forms warped territories and seek to expand their infernal realms. The
and twisted by the unholy energy that courses through clashes of infernal might that ensue are cataclysmic,
their veins. Their presence alone is enough to instill fear devastating landscapes and consigning countless souls
and dread in the hearts of even the bravest souls, as to eternal torment. The echoes of their battles
their malevolent aura radiates a palpable sense of reverberate through the underworld, a testament to
doom. their unending thirst for supremacy.

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Malebolge, the Archdemon of Fraud
Malebolge, the Archdemon of Fraud, is a towering and malevolent figure that strikes fear into the hearts of mortals
and celestial beings alike. Standing at an immense height, this colossal fiend exudes an aura of deceit and corruption.
Its form is a grotesque fusion of demonic and serpentine features, with scales as black as obsidian and eyes that burn
with an unholy fire. Its serpentine tail whips and coils with malicious intent, while its massive wings span outwards,
casting a shadow of dread upon all who behold it. Malebolge’s entire body is adorned with intricate patterns of dark
runes, pulsating with the essence of wickedness.
Lair. Malebolge’s lair lies deep within the 8th circle of Hell, the realm of Fraud. Here, amidst the treacherous
landscape, the archdemon has carved out its domain of deceit and betrayal. The lair itself is a sprawling citadel of
wicked design, adorned with sinister architecture that twists and warps in unsettling ways. Malebolge’s presence
permeates the very fabric of the lair, corrupting the surroundings with an oppressive aura of falsehood. Illusory flames
dance throughout the halls, casting an eerie glow upon the treacherous paths that wind through the chamber. The air
is heavy with the stench of deceit, and the walls whisper with the echoes of forgotten lies.
Lore and History. Malebolge holds a prominent place in the infernal hierarchy, serving as a dreaded commander in
the legions of Hell. Its name strikes fear into the hearts of demons and mortals alike, for it embodies the essence of
deception and betrayal. Legends tell of Malebolge’s rise to power, born from the darkest depths of Hell and ascending
through cunning and treachery.
Throughout the ages, Malebolge has orchestrated grand schemes and intricate webs of deceit, ensnaring both
mortals and celestial beings in its malevolent plans. It revels in the corruption of truth and the manipulation of trust,
taking pleasure in the suffering and downfall of its victims. Countless souls have fallen prey to its illusions and
machinations, their fates sealed by the archdemon’s treacherous grasp.

Whispered tales speak of Malebolge’s


insatiable hunger for power, as it seeks
to expand its influence and dominion
over the realms. Its mastery of
illusion and deception has allowed
it to amass a legion of followers,
creatures lured by promises of
wealth and power, only to
become pawns in Malebolge’s
grand game of manipulation.

Beware, for encountering


Malebolge is to risk falling
victim to its web of lies and
deceit. Its words are honeyed
poison, its illusions beguiling
and deadly.

INFERNAL BESTIARY
274
Malebolge, the fire damage.

Archdemon of Fraud Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one
target. Hit: 22 (4d6 + 10) slashing damage.
Gangantuan fiend (demon), chaotic evil
Tail Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one
Armor Class 26 (natural armor) target. Hit: 30 (4d10 + 10) bludgeoning damage.
Hit Points 666 (36d20 + 288)
Speed 40 ft., burow 80 ft. Fiery Breath (Recharge 5-6). Malebolge exhales fire in a 60-
foot cone. Each creature in that area must make a DC 24
Dexterity saving throw, taking 77 (22d6) fire damage on a
STR DEX CON INT WIS CHA
failed save, or half as much damage on a successful one.
30 (+10) 16 (+3) 26 (+8) 20 (+5) 24 (+7) 28 (+9)
Lair Actions
Saving Throws Str +19, Dex +11, Con +16, Wis +14, Cha +18 On initiative count 20 (losing initiative ties), Malebolge can
Skills Deception +18, Insight +14, Perception +14, take a lair action to cause one of the following effects:
Persuasion +18
Damage Resistances cold, fire, lightning; bludgeoning, 1. Veil of Illusion. Malebolge creates an illusory wall of
piercing, and slashing from nonmagical attacks flickering flames within 60 feet of it. The wall is 30 feet long,
Damage Immunities poison 20 feet high, and 1 foot thick. It provides total cover and
Condition Immunities poisoned blocks line of sight. Any creature that starts its turn within
Senses truesight 120 ft., passive Perception 24 10 feet of the wall must succeed on a DC 24 Wisdom saving
Languages Abyssal, Common, Infernal throw or become charmed until the start of its next turn.
Challenge 24 (62,000 XP)
2. Corrupting Influence. Malebolge corrupts the ground
within 60 feet of it, causing it to become treacherous and
Innate Spellcasting. Malebolge’s spellcasting ability is
deceptive. The area becomes difficult terrain, and any
Charisma (spell save DC 26). It can innately cast the
creature that starts its turn there must succeed on a DC 24
following spells, requiring no material components:
Dexterity saving throw or fall prone.
At will: detect magic, dispel magic, nondetection, true seeing
3/day each: dominate person, modify memory, project 3. Lurking Shadows. Malebolge summons shadows that
image flicker and dance in a 30-foot radius centered on a point
1/day each: dominate monster, feeblemind, power word within 60 feet of it. The shadows provide dim light in the
stun, prismatic spray area, and any creature other than Malebolge that starts its
turn there must succeed on a DC 24 Wisdom saving throw
Legendary Resistance (3/Day). If Malebolge fails a saving
or be frightened until the start of its next turn.
throw, it can choose to succeed instead.
Regional Effects
Magic Resistance. Malebolge has advantage on saving
throws against spells and other magical effects. The region containing Malebolge’s lair is subject to the
following effects:
Magic Weapons. Malebolge’s weapon attacks are magical.
1. Aura of Deception. The area within 1 mile of Malebolge’s
Mist Form. Malebolge can enter a misty form as a bonus lair is shrouded in an aura of deception. Creatures have
action. While in this form, it can’t take damage, can’t be disadvantage on Wisdom (Perception) checks made to
grappled or restrained, and has advantage on Dexterity detect hidden or disguised creatures or objects.
saving throws. It can remain in this form for up to 1 minute,
ending it early as a bonus action. 2. Muffled Sounds. Sounds within 1 mile of Malebolge’s lair
are muffled and distorted, making it difficult to discern their
Aura of Deception. Malebolge emits an aura of deceit within exact origin. Perception checks made to hear or locate
60 feet of it. Creatures of its choice have disadvantage on specific sounds have disadvantage.
Wisdom (Perception) checks made to perceive creatures or
objects within the aura. 3. Illusory Projections. Malebolge can create illusory
duplicates of itself within 1 mile of its lair. These projections
Actions appear as flaming specters and can move within the area.
Multiattack. Malebolge makes three attacks: one with its The illusions have no physical form and cannot cause harm,
bite and two with its claws. but they can communicate with creatures using telepathy.
These illusions last until Malebolge dismisses them or uses
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one a lair action to create a different illusion.
target. Hit: 36 (4d12 + 10) piercing damage plus 14 (4d6)

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Lair. Belphagor’s lair lies deep within the Gluttony
Circle of Hell, a nightmarish realm that mirrors the
archdemon’s insatiable craving for excess and
indulgence. The domain is an abhorrent landscape,
tainted by the remnants of endless feasts and the
stench of decay. Mounds of decaying food,
putrid and rotting, pile high, forming
grotesque sculptures that stretch towards
the darkened sky.
Within this vile domain, Belphagor’s
influence is palpable. The very air is heavy
with the scent of decay and
overindulgence, making it difficult to
discern any other aromas. Any food or
drink brought into the area spoils rapidly,
turning rancid and inedible within
moments. The ground itself quakes under the
weight of insatiable hunger, erupting with
pockets of corrosive acid that threaten any
intruders who dare to trespass upon
Belphagor’s domain.

Lore and History. Belphagor’s origins


trace back to the darkest depths of Hell,
where the hierarchy of demons vies for
power and dominance. As an archdemon,
Belphagor has risen through the ranks by
embodying the essence of gluttony and
excess, gaining influence and authority over the
Circle of Gluttony. Legends tell of mortals
who have fallen prey to Belphagor’s
temptations, their desires exploited and
twisted until they willingly relinquish their
souls to the archdemon’s insatiable hunger.

Within the hierarchy of Hell, Belphagor’s power


is second only to the infernal lords themselves. It
is said that the archdemon has brokered dark pacts
with other demonic entities, bartering forbidden
Belphagor, the Lord knowledge and granting favors in exchange for loyalty
and servitude. Belphagor’s immense strength and
of Gluttony insatiable appetite have allowed it to amass a legion of
Belphagor, the Lord of Gluttony, is a towering and devoted followers, each equally consumed by their own
grotesque archdemon that rules over the domain of lusts and desires.
insatiable hunger within the depths of Hell. This
Scholars of the occult warn that Belphagor’s hunger
monstrous entity stands at an imposing height, its
extends beyond mere sustenance. It is said that the
hulking frame adorned with bulging muscles and taut,
archdemon seeks to devour not only flesh and souls but
leathery flesh. Its skin, a sickly pallor tinged with a
also the very essence of ambition and willpower.
sickening shade of green, stretches tightly over its
immense form, highlighting the veins pulsating with the
essence of unquenchable desire.
From its monstrous maw, jagged fangs protrude,
dripping with foul, corrosive saliva. Its eyes, burning
with a ravenous and unholy hunger, glow with an eerie
malevolence. Belphagor’s massive claws, sharp and
deadly, are poised to rend and tear as it seeks to satiate
its bottomless appetite.

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276
Belphagor Legendary Actions
Gangantuan fiend (demon), chaotic evil Belphagor can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
Armor Class 21 (natural armor) time and only at the end of another creature’s turn.
Hit Points 450 (30d12 + 270) Belphagor regains spent legendary actions at the start of its
Speed 60 ft. turn.

Attack: Belphagor makes one claw or bite attack.


STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 16 (+3) 20 (+5) 26 (+8) Devour Magic: Belphagor targets a creature within 60 feet
that is concentrating on a spell. The target must succeed on
Saving Throws Str +18, Dex +10, Con +17, Wis +12, Cha +16 a DC 24 Constitution saving throw or lose concentration.
Skills Perception +12, Intimidation +16 Infernal Bellow (Costs 2 Actions): Belphagor releases a
Damage Resistances acid, fire, cold; bludgeoning, piercing, thunderous bellow. Each creature of its choice within 60 feet
and slashing from nonmagical attacks of Belphagor must make a DC 24 Constitution saving throw,
Damage Immunities poison, necrotic taking 33 (6d10) thunder damage on a failed save, or half as
Condition Immunities frightened, poisoned much damage on a successful one. Additionally, any
Senses: truesight 120 ft., passive Perception 22 nonmagical objects that aren’t being worn or carried in that
area are destroyed.
Languages Abyssal, Common, Infernal
Challenge 24 (62,000 XP) Lair Actions
On initiative count 20 (losing initiative ties), Belphagor can
Legendary Resistance (3/Day): If Belphagor fails a saving take a lair action to cause one of the following effects:
throw, it can choose to succeed instead.
1. Gluttonous Tremor: The ground rumbles as the insatiable
Magic Resistance: Belphagor has advantage on saving hunger of the lair intensifies. Each creature within 30 feet of
throws against spells and other magical effects. Belphagor must succeed on a DC 24 Dexterity saving throw
or be knocked prone.
Innate Spellcasting: Belphagor’s spellcasting ability is
Charisma (spell save DC 24, +16 to hit with spell attacks). 2. Voracious Feast: Belphagor summons a banquet of
Belphagor can innately cast the following spells, requiring grotesque and tempting food within a 60-foot radius of
no material components: himself. Any creature that starts its turn within this area
At will: detect magic, dispel magic, darkness must make a DC 24 Wisdom saving throw or be charmed by
3/day each: circle of death, dominate monster the food for 1 minute. Charmed creatures are compelled to
1/day each: power word stun, power word kill use their action to consume the food, unable to take any
other actions until they break free from the charm.
Gluttony Aura: Belphagor exudes an aura of gluttony in a 30-
foot radius. Creatures that start their turn or enter the aura 3. Acidic Eruption: Pockets of corrosive acid burst forth from
must make a DC 24 Wisdom saving throw or be charmed the ground within a 40-foot radius of Belphagor. Each
for 1 minute. While charmed, the creature is compelled to creature in that area must make a DC 24 Dexterity saving
use its action on each of its turns to consume food within throw, taking 33 (6d10) acid damage on a failed save, or half
its reach and can’t willingly move away from the aura. as much on a successful one. Additionally, any nonmagical
Actions objects in the area that are not being worn or carried are
corroded and destroyed.
Multiattack: Belphagor makes three attacks: one with its bite
and two with its claws. Belphagor can’t use the same lair action consecutively, and
he can’t use lair actions while incapacitated.
Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one
target. Hit: 28 (4d8 + 10) piercing damage plus 14 (4d6) Regional Effects
acid damage. The target must succeed on a DC 24 The area surrounding Belphagor’s lair is warped by his
Constitution saving throw or be poisoned until the end of its immense power. The following effects extend up to 1 mile
next turn. from the lair:
Claw: Melee Weapon Attack: +19 to hit, reach 10 ft., one 1. Scent of Decay: The air is heavy with the sickly sweet scent
target. Hit: 22 (4d6 + 10) slashing damage. of decay and overindulgence, causing disadvantage on
Wisdom (Perception) checks that rely on smell.
Swallow: Belphagor makes one bite attack against a
Medium or smaller creature it is grappling. If the attack hits, 2. Rapid Spoil: Food and drink within the area spoil rapidly,
the target is swallowed, and the grapple ends. The turning rancid and inedible within minutes.
swallowed target is blinded and restrained, it has total cover
against attacks and other effects outside Belphagor, and it 3. Hellish Bound: Any creatures attempting to teleport or use
takes 42 (12d6) acid damage at the start of each of planar travel within the area must succeed on a DC 20
Belphagor’s turns. Belphagor can have only one creature Charisma saving throw or have their transportation spell or
swallowed at a time. ability fail.

277
Mammon, the Archdemon of Greed
Mammon, the Archdemon of Greed, is a formidable entity that reigns over the Greed Circle of Hell with insatiable
avarice and an insidious desire for material wealth. Towering at a monstrous height, Mammon embodies the ultimate
manifestation of unquenchable greed. Its grotesque form combines draconic aspects with an air of regal dominance.
Its body, covered in thick, golden scales, exudes an oppressive aura of opulence and covetousness.
The Archdemon’s eyes flicker with malevolence, shining with a fiery, possessive light that reflects its relentless
pursuit of treasures. Its muscular arms end in razor-sharp claws, capable of rending through flesh and seizing coveted
objects with precision. Mammon’s powerful wings, shimmering with the luster of precious metals and fire, grant it
unparalleled agility and the ability to traverse its domain with ease.
Lair. Mammon’s lair is situated within the Greed Circle of Hell, an infernal domain devoted to the vice of avarice.
Here, the very fabric of the surroundings reflects Mammon’s insidious influence, transforming the landscape into a
twisted reflection of material wealth. The ground is littered with remnants of opulent treasures, shattered golden
statues, and gleaming gemstones embedded within the earth.
The air itself is thick with the intoxicating scent of riches, and ethereal whispers echo through the corridors of this
hellish domain, tempting mortals to embrace their most covetous desires. Mammon’s lair itself is a grand, opulent
chamber adorned with towering pillars of gold and shimmering tapestries depicting scenes of untold wealth. Pools of
molten gold bubble and flow, creating an eerie glow that bathes the chamber in a sickly, golden radiance.
Lore and History. Mammon, one of the most influential Archdemons in the hierarchy of Hell, has long been
associated with the insidious sin of greed. Among the infernal powers, Mammon’s dominance over wealth and
material possessions is unmatched. Legends speak of the Archdemon’s ascent to power, as it rose through the ranks
of Hell’s hierarchy by exploiting the deepest desires of mortals, enticing them with promises of boundless riches.
Throughout history, Mammon has orchestrated countless bargains and pacts, often luring desperate souls into his
clutches. Its sinister influence extends beyond the boundaries of Hell, permeating the mortal world and corrupting
those who succumb to their greed. Mortals driven to acts of unfathomable avarice unknowingly strengthen Mammon’s
position, inadvertently paving the way for the Archdemon’s rise to even greater heights of power.

INFERNAL BESTIARY
278
Mammon, the Archdemon Actions
of Greed Multiattack. Mammon makes three attacks: one with its Bite
and two with its Claw.
Gangantuan fiend (demon), lawful evil
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
Armor Class 23 (natural armor) target. Hit: 21 (3d8 + 8) piercing damage plus 14 (4d6)
Hit Points 450 (30d12 + 270) poison damage. The target must make a DC 25 Constitution
saving throw or be poisoned for 1 minute. The poisoned
Speed 40 ft., fly 40 ft. creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one
26 (+8) 18 (+4) 28 (+9) 21 (+5) 20 (+5) 30 (+10) target. Hit: 19 (3d6 + 8) slashing damage.

Saving Throws Str +16, Dex +12, Con +17, Int +13, Wis +13, Tail Slap. Melee Weapon Attack: +16 to hit, reach 15 ft., one
Cha +19 target. Hit: 24 (4d8 + 8) bludgeoning damage. If the target
is a creature, it must succeed on a DC 25 Strength saving
Skills Perception +13, Deception +19, Insight +13,
throw or be knocked prone.
Persuasion +19
Damage Resistances cold, fire, lightning; bludgeoning, Greedy Grasp (Recharge 5-6). Mammon reaches out with its
piercing, and slashing from nonmagical attacks massive claws, attempting to grapple a creature within 30
feet. The target must make a DC 25 Strength saving throw.
Damage Immunities poison On a failed save, the creature is restrained and takes 21
Condition Immunities poisoned (6d6) slashing damage at the start of each of its turns. The
restrained creature can repeat the saving throw at the end of
Senses truesight 120 ft., passive Perception 23
each of its turns, ending the restraint on a success.
Languages Abyssal, Common, Infernal
Coin Cascade (Recharge 6). Mammon conjures a torrent of
Challenge 25 (75,000 XP) golden coins that rain down on creatures within a 60-foot
radius. Each creature in that area must make a DC 25
Legendary Resistance (3/Day). If Mammon fails a saving Dexterity saving throw, taking 42 (12d6) bludgeoning
throw, it can choose to succeed instead. damage and being knocked prone on a failed save, or half
as much damage and not being knocked prone on a
Innate Spellcasting. Mammon’s spellcasting ability is successful one.
Charisma (spell save DC 27). Mammon can innately cast
the following spells, requiring no material components: Legendary Actions
At will: detect magic, dispel magic, major image, telekinesis, Mammon can take 3 legendary actions, choosing from the
charm person options below. Only one legendary action option can be
3/day each: dominate person, teleport, modify memory, used at a time and only at the end of another creature’s
symbol (greed) turn. Mammon regains spent legendary actions at the start
1/day each: wish, power word stun of its turn.
Magic Resistance. Mammon has advantage on saving throws Attack. Mammon makes one claw attack or tail slap.
against spells and other magical effects.
Greedy Gaze (Costs 2 Actions). Mammon targets a creature it
Aura of Greed. Mammon’s presence radiates an aura of can see within 60 feet. The target must succeed on a DC 25
intense greed within a 30-foot radius. Creatures that start Wisdom saving throw or be charmed by Mammon until the
their turn in the aura must make a DC 25 Wisdom saving end of its next turn. While charmed in this way, the creature
throw or be charmed by Mammon until the start of their has disadvantage on Wisdom saving throws and ability
next turn. While charmed in this way, the creature is checks.
compelled to prioritize acquiring wealth and treasures
above all else. Move. Mammon moves up to his speed.

INFERNAL BESTIARY
279
Lair Actions Regional Effects
On initiative count 20 (losing initiative ties), the Greed The area containing the Greed Circle of Hell is warped by
Circle of Hell takes a lair action. Mammon can’t use the Mammon’s presence, creating the following regional
same lair action two rounds in a row. The lair actions have effects:
magical effects, and their effects extend throughout the
entire area of the lair. 1. Aura of Avarice. The air is thick with an insatiable desire
for wealth and possessions. Creatures that start their turn
1. Golden Temptation. Mammon summons illusory images within the lair must make a DC 20 Wisdom saving throw or
of vast treasures and riches, creating an irresistible allure to become charmed for 1 minute, regarding Mammon as their
greed. Each creature of Mammon’s choice within the lair utmost desire. The charmed creature can repeat the saving
must make a DC 25 Wisdom saving throw. On a failed save, throw at the end of each of its turns, ending the effect on
the creature is charmed for 1 minute, regarding the illusory itself on a success.
riches as real and becoming obsessed with acquiring them.
The charmed creature can repeat the saving throw at the 2. Gold Enrichment. Any non-magical items made of gold
end of each of its turns, ending the effect on itself on a within the lair gradually increase in value, becoming more
success. valuable and pristine. Objects made of gold can fetch
double their usual price, and their quality is enhanced as if
2. Mire of Avarice. The ground in a 30-foot radius centered they were crafted by master artisans.
on a point within the lair becomes treacherous,
transforming into a sticky, golden mire. This area becomes 3. Greed’s Fortune. When a creature takes any form of
difficult terrain. Any creature that starts its turn in the area treasure or valuable object from the lair, they have
must succeed on a DC 25 Strength saving throw or have its disadvantage on Wisdom saving throws and ability checks
speed reduced to 0 until the start of its next turn. for the next hour. Additionally, Mammon gains advantage
on saving throws against effects caused by the creature who
3. Greed’s Grasp. Mammon channels the power of greed, took the treasure, and he can sense the general direction
attempting to pull all nearby objects and creatures toward and distance to the thief as long as they remain on the same
him. Each non-magical object within 60 feet of Mammon is plane of existence.
drawn toward him, sliding along the ground or tearing free
from weak restraints. Additionally, each creature of
Mammon’s choice within 30 feet of him must succeed on a
DC 25 Strength saving throw or be pulled 10 feet closer to
Mammon.

280
Wrathful Overlord, the Furious Archdemon
The Wrathful Overlord, a towering and fearsome creature, stands as a colossal embodiment of wrath within the depths
of Hell. Towering at immense heights, its body is a sight to behold, exuding an overwhelming aura of anger and power.
Thick, ebony scales cover its muscular form, providing a formidable natural armor that deflects all but the most potent
of attacks. Its fiery eyes burn with an intensity that mirrors the rage within, while jagged horns crown its head, further
emphasizing its demonic nature. With each movement, the air crackles and hisses, as if unable to contain the fiery fury
that surges within this malevolent entity.
Lair. The Wrathful Overlord holds dominion over the Anger Circle of Hell, a realm where fury reigns supreme.
Within this circle, the archdemon’s lair resides—a seething, fiery landscape punctuated by scorching infernos and
tumultuous volcanic eruptions. The very air crackles with the intensity of burning embers, and the ground trembles
under the weight of suppressed rage. The lair itself is a massive citadel, constructed from blackened obsidian and
adorned with ornate, twisted spikes that evoke the essence of anger. Here, the archdemon broods and plots,
surrounded by the manifestations of wrath that are drawn to its overwhelming presence.
Lore and History. The Wrathful Overlord is an ancient and powerful
archdemon, feared and revered by denizens of Hell alike. Legends
speak of a time when this malevolent entity was
a mortal consumed by an insatiable thirst
for vengeance. Through dark pacts and
forbidden rituals, it clawed its way out
of the mortal realm and into the infernal
hierarchy, ascending to its current position
of authority. For millennia, the Wrathful
Overlord has ruled with an iron fist, harnessing
the fury of the Anger Circle to enforce its dominion
and unleash devastation upon its enemies.
Legends also tell of a prophecy whispered in
the darkest corners of Hell, foretelling the
archdemon’s ultimate reckoning — a cataclysmic
event that will test the limits of its wrath
and determine the fate of Hell itself. Some
claim that the Wrathful Overlord’s power is
so immense that it rivals even the greatest
fiendish lords, posing a formidable
challenge to the very fabric of the Nine Hells.

Whether these prophecies hold any truth


or are mere tales spun in the depths of
despair, only time will reveal.

INFERNAL BESTIARY
281
Wrathful Overlord, the option can be used at a time and only at the end of another
creature’s turn. The Wrathful Overlord regains spent
Furious Archdemon legendary actions at the start of its turn.
Gangantuan fiend (demon), chaotic evil
Strike. The Wrathful Overlord makes one claw attack.

Armor Class 24 (natural armor) Furious Charge. The Wrathful Overlord moves up to its
Hit Points 550 (30d20 + 240) speed in a straight line and can make one bite attack against
a creature in its path.
Speed 60 ft., teleport 30 ft.
Bellow of Wrath (Costs 2 Actions). The Wrathful Overlord
STR DEX CON INT WIS CHA emits a terrifying bellow. Each creature of its choice within
60 feet of it that can hear it must make a DC 23 Constitution
30 (+10) 22 (+6) 26 (+8) 18 (+4) 20 (+5) 26 (+8)
saving throw, taking 33 (6d10) thunder damage and
becoming stunned for 1 minute on a failed save, or half as
Saving Throws Str +19, Dex +14, Con +16, Int +12, Wis +13, much damage and not stunned on a successful one. The
Cha +16 stunned creature can repeat the saving throw at the end of
Skills Intimidation +20, Perception +13 each of its turns, ending the effect on a success.

Damage Resistances cold, fire, lightning; bludgeoning, Lair Actions


piercing, and slashing from nonmagical attacks On initiative count 20 (losing initiative ties), the Wrathful
Damage Immunities poison Overlord can take a Lair Action to cause one of the following
effects. The Wrathful Overlord can’t use the same effect two
Condition Immunities charmed, frightened, poisoned
rounds in a row:
Senses truesight 120 ft., passive Perception 23
1. Burning Rampage. The ground within 60 feet of the
Languages Infernal, telepathy 120 ft.
Wrathful Overlord becomes volatile and fiery. Each creature
Challenge 27 (105,000 XP) in that area must make a DC 23 Dexterity saving throw,
taking 33 (6d10) fire damage on a failed save, or half as
Aura of Fury. At the start of each of its turns, any creature much damage on a successful one.
within 30 feet of the Wrathful Overlord takes 20 (4d8 + 2)
2. Anguished Ground. The lair becomes unstable, causing the
psychic damage. Creatures that can’t be charmed or
ground to tremble and crack. Each creature of the Wrathful
frightened are immune to this effect.
Overlord’s choice within 30 feet of it must succeed on a DC
Legendary Resistance (3/Day). If the Wrathful Overlord fails a 23 Dexterity saving throw or be knocked prone.
saving throw, it can choose to succeed instead.
3. Wrathful Aura. The Wrathful Overlord intensifies its Aura
Magic Resistance. The Wrathful Overlord has advantage on of Fury, increasing the damage to 30 (6d8 + 2) psychic
saving throws against spells and other magical effects. damage. Additionally, creatures that can’t be charmed or
frightened have disadvantage on the saving throw against
Anger Incarnate. The Wrathful Overlord gains a bonus to its this effect.
attack rolls equal to the number of creatures within 30 feet Regional Effects
of it.
The region containing the lair of the Wrathful Overlord is
Actions subject to the following effects:
Multiattack. The Wrathful Overlord makes three melee
attacks: one with its bite and two with its claws. 1. Fiery Atmosphere. The air is thick with burning embers and
intense heat. All flames within the region burn brighter and
Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one hotter, providing bright light in a 40-foot radius and dim
target. Hit: 34 (4d12 + 10) piercing damage plus 14 (4d6) light for an additional 40 feet. Additionally, all fire-based
fire damage. spells cast within the region have their damage increased by
1d8.
Claws. Melee Weapon Attack: +20 to hit, reach 20 ft., one
target. Hit: 28 (4d8 + 10) slashing damage plus 14 (4d6) fire 2. Residual Wrath. The overwhelming anger of the Wrathful
damage. Overlord lingers in the region, causing emotions to run
high. All creatures within the region have disadvantage on
Fiery Breath (Recharge 5-6). The Wrathful Overlord exhales Wisdom saving throws to resist being frightened or
fire in a 60-foot cone. Each creature in that area must make charmed.
a DC 23 Dexterity saving throw, taking 77 (22d6) fire
damage on a failed save, or half as much damage on a 3. Wrathful Presence. The presence of the Wrathful Overlord
successful one. affects the region, causing the region’s creatures to be more
prone to aggression. Whenever a creature makes a melee
Legendary Actions attack within the region, it gains a bonus to the attack roll
The Wrathful Overlord can take 3 legendary actions, equal to the number of other creatures within 30 feet of it.
choosing from the options below. Only one legendary action

282
Moloch, the Fallen Angel
Moloch, the Fallen Angel, is an archdemon of Hell, an embodiment of heresy and rebellion against divine authority.
Towering at colossal heights, Moloch’s form is a grotesque fusion of angelic beauty and demonic corruption. His once
resplendent wings, now tattered and corrupted, radiate an aura of darkness and despair. Moloch dons a suit of divine
plate armor, emblazoned with blasphemous symbols and adorned with infernal runes. His fiery eyes burn with a
malevolent intelligence, capable of captivating even the strongest-willed.
Lair. Moloch makes his abode within the Heresy Circle of Hell, a realm where the souls of the defiant and
unrepentant are eternally condemned. The Heresy Circle manifests as a desolate wasteland of twisted landscapes and
jagged obsidian spires.
The air is thick with the scent
of sulfur and the echoes of tormented
souls. Within this unholy domain, the
ground itself becomes tainted,
transforming into difficult terrain
for all but celestial beings. Dark
energies surge through the air,
impeding the actions of those who
dare to challenge Moloch’s reign.

Lore and History. Once a mighty


angel of heaven, Moloch succumbed
to the allure of power and fell from
grace, becoming a champion of rebellion
in the depths of Hell. His name
became synonymous with heresy and
defiance, inspiring legions of demonic
followers. Moloch’s rebellion against
divine authority and his fervent advocacy
for free will led to his eventual banishment
to the deepest reaches of Hell.

Throughout the ages, Moloch has carved out his


dominion within the Heresy Circle of Hell,
manipulating and corrupting souls who share
his disdain for divine order. He thrives on the
spiritual decay and unrest that permeates
the realm, bolstering his power and
influence with each soul that succumbs to
his temptations. His malevolent presence
desecrates the ground, making it a place of
suffering and perpetual torment.

Legends tell of the archdemon’s insatiable


hunger for power and his relentless
pursuit of forbidden knowledge.

It is said that Moloch seeks to unravel the very fabric


of existence, seeking to reshape reality in his
own image. His blasphemous rituals and
unholy pacts with other infernal entities
have garnered him immense strength
and influence within the hierarchy
of Hell.

INFERNAL BESTIARY
283
Moloch, the Fallen Celestial Flame Blast (Recharge 5-6). Moloch conjures a blast
of celestial flames in a 60-foot cone. Each creature in that
Angel area must make a DC 24 Dexterity saving throw, taking 45
Gargantuan celestial (demonic), lawful evil (10d8) fire damage and 45 (10d8) necrotic damage on a
failed save, or half as much damage on a successful one.
Armor Class 25 (Divine Plate) Fallen Seraphic Presence (Recharge 6). Moloch releases his
Hit Points 540 (30d20 + 240) fallen seraphic essence, creating an explosion of darkness
Speed 40 ft., fly 120 ft. and despair. Each creature within 120 feet of Moloch must
make a DC 24 Wisdom saving throw or be frightened for 1
STR DEX CON INT WIS CHA minute. A frightened creature can repeat the saving throw at
30 (+10) 20 (+5) 26 (+8) 24 (+7) 22 (+6) 26 (+8) the end of each of its turns, ending the effect on itself on a
success. Additionally, on a failed save, the creature takes 44
(8d10) necrotic damage and 44 (8d10) psychic damage, or
Saving Throws Str +18, Dex +12, Con +16, Int +15, Wis +14, half as much damage on a successful save.
Cha +16
Skills Perception +20, Insight +19, Intimidation +16 Lair Actions
Damage Resistances radiant; bludgeoning, piercing, and
On initiative count 20 (losing initiative ties), the Heresy
slashing from nonmagical attacks
Circle of Hell can take a lair action to cause one of the
Damage Immunities necrotic, poison
following effects:
Condition Immunities charmed, exhaustion, frightened,
poisoned 1. Unholy Ground. The ground within the Heresy Circle of
Senses truesight 120 ft., passive Perception 30 Hell twists and distorts with dark energy. The area becomes
Languages all, telepathy 120 ft. difficult terrain for all creatures except celestial beings.
Challenge 28 (120,000 XP) Additionally, any creature that starts its turn within the area
must make a DC 24 Wisdom saving throw or suffer
Innate Spellcasting. Moloch’s innate spellcasting ability is disadvantage on attack rolls and ability checks until the start
Charisma (spell save DC 24). He can innately cast the of its next turn.
following spells, requiring no material components:
At will: blade barrier, divine word, plane shift (self only) 2. Blasphemous Whispers. Echoes of damned souls fill the air,
3/day each: chain lightning, finger of death, imprison, power taunting and distracting creatures within the Heresy Circle
word kill of Hell. Each creature of Moloch’s choice within 60 feet of
1/day each: gate, meteor swarm, time stop him must succeed on a DC 24 Wisdom saving throw or
suffer disadvantage on its next attack roll or ability check
Divine Resistance. Moloch has advantage on saving throws before the end of its next turn.
against spells and other magical effects.
3. Chains of Damnation. Iron chains covered in infernal
Aura of Dread. Moloch emits an aura of dread within 60 feet runes burst from the ground and attempt to restrain
of him. All hostile creatures in the aura have disadvantage creatures within the Heresy Circle of Hell. Moloch chooses
on saving throws against spells and other magical effects. up to three creatures he can see within 60 feet of him. Each
chosen creature must make a DC 24 Strength saving throw
Legendary Resistance (3/Day). If Moloch fails a saving throw, or be restrained by spectral chains until the end of its next
he can choose to succeed instead. turn.

Magic Resistance. Moloch has advantage on saving throws Regional Effects


against spells and other magical effects.
The Heresy Circle of Hell manifests the following effects:
Heresy Circle. Moloch’s presence desecrates the ground he
1. Aura of Corruption. The air is thick with malevolent energy.
walks on. Within 100 feet of Moloch, the area is considered
Celestial creatures within the Heresy Circle of Hell have
difficult terrain for non-celestial creatures. Additionally,
disadvantage on all saving throws.
celestial creatures have disadvantage on attack rolls against
Moloch. 2. Maddening Whispers. Faint whispers of heretical doctrines
Actions and lost souls’ laments fill the minds of creatures within the
Heresy Circle of Hell. Any creature that starts its turn within
Multiattack. Moloch makes three attacks: one with his the area must succeed on a DC 24 Wisdom saving throw or
Divine Spear and two with his Divine Claws. suffer disadvantage on attack rolls and ability checks until
the start of its next turn.
Divine Spear. Melee Weapon Attack: +20 to hit, reach 15 ft.,
one target. Hit 34 (4d10 + 10) slashing damage plus 24 3. Eternal Desecration. The ground within the Heresy Circle
(7d6) fire damage. of Hell is eternally marked by Moloch’s presence. Spells that
restore hit points have their effectiveness halved, and
Divine Claws. Melee Weapon Attack: +20 to hit, reach 10 ft., healing spells have no effect on undead creatures.
one target. Hit 28 (4d8 + 10) slashing damage plus 24 (7d6)
necrotic damage.

284
Asmodeus, the Ruler of Hell

w
ithin the depths of the infernal realm, Asmodeus, with his regal bearing and an aura of sinister
amidst the swirling chaos and eternal authority, embodies the very essence of tyranny and
torment, stands Asmodeus, an corruption. He is depicted as a towering figure, clad in
embodiment of malevolence and power. infernal armor adorned with the symbols of damnation.
As the supreme sovereign of Hell, he His eyes burn like smoldering coals, revealing a
commands the legions of demonic forces, boundless hunger for dominance. His voice
weaving their collective malice into a reverberates with a chilling resonance, capable of
nightmarish tapestry that spans across the sowing fear even in the most courageous of hearts.
nine circles.
While his infernal legions serve him without question,
Legend tells of a time when Asmodeus was once an Asmodeus is not without his adversaries. Angels and
angelic being, entrusted with a position of great honor mortal heroes alike dare to challenge his reign, seeking
among the celestial hierarchy. However, pride and to overthrow the tyrant and bring an end to the suffering
insatiable ambition took root within his heart, leading he perpetuates. But such endeavors are met with
him down a treacherous path of rebellion against the unrelenting cruelty and cunning, as Asmodeus employs
divine order. With each step, he became more every means at his disposal to crush any flicker of
enamored with his own potency, until his treachery resistance and maintain his grip on power.
knew no bounds.
Asmodeus, the Ruler of Hell, stands as the prime
Banished from the heavens, Asmodeus descended into antagonist in the dark tales of Dante’s Inferno, an entity
the depths of the abyss, where he forged a dark pact of unparalleled malevolence and ambition. His legend
with the infernal powers. Through his cunning and serves as a cautionary tale, a reminder of the dangers
unyielding resolve, he clawed his way to the summit of that lie within the hearts of mortals and the
power, wresting control of Hell’s dominions from lesser consequences of succumbing to one’s darkest desires.
demonic entities. Now, as the ruler of the damned, his
influence permeates every inch of the infernal realm.

INFERNAL BESTIARY
285
Asmodeus Magic Resistance. Asmodeus has advantage on saving
Large fiend (demon), lawful evil throws against magical effects.

Armor Class 30 (natural armor) Soul Bartering. Asmodeus can grant any humanoid one wish
Hit Points 310 (20d10 + 200) (using the spell wish) in its lifetime on the condition that
Speed 60 ft., fly 120 ft. the PC is bound to him after death. Asmodeus can make
minor changes to the wishes if he wants. Asmodeus suffers
no harmful effects from this action.
STR DEX CON INT WIS CHA
29 (+9) 20 (+5) 30 (+10) 30 (+10) 27 (+8) 28 (+9) Actions
Multiattack. Asmodeus can use his frightful presence. He
Saving Throws Str +19, Con +20, Int +20, Wis +18, Cha +19 then makes five attacks with either his Slam or Ruby Rod,
Skills Arcana +20, Deception +29, Insight +28, Intimidation and then one with his Horns.
+29, Perception +18, Religion +20
Proficiency Bonus +10 Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Damage Vulnerabilities radiant target. Hit: 53 (10d8 + 8) bludgeoning damage.
Damage Resistances acid, lightning, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks Ruby Rod. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Damage Immunities cold, fire, necrotic, poison target. Hit: 51 (8d8 + 15) piercing damage.
Condition Immunities blinded, charmed, deafened,
frightened, petrified, poisoned Ruby Rod. Ranged Weapon Attack: +14 to hit, reach 150/600
Senses darkvision 240 ft., truesight 120 ft., passive ft., one target. Hit: 50 (9d8 + 10) fire damage or 51 (10d8 +
Perception 28 6) lightning damage.
Languages all, telepathy 1 mile
Challenge 30 (155,000 XP) Horns. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 4d4 piercing damage. The target must succeed
on a DC 20 Charisma saving throw or be poisoned. The
Discorporation. When Asmodeus drops to 0 hit points or target must roll again every day. If they fail the saving throw,
dies, his body is destroyed but his essence travels back to they take 3d10 poison damage. If they succeed, they are no
his domain in the Nine Hells, and he is unable to take longer poisoned.
physical form for a time. However, if he is killed in his
domain in the 9th circle of Hell, this does not happen. Frightful Presence. Each creature of Asmodeus’s choice that
is within 200 feet of Asmodeus and aware of him must
Innate Spellcasting. Asmodeus’ innate spellcasting ability is succeed on a DC 30 Wisdom saving throw or become
Intelligence (spell save DC 30, +25 to hit). Asmodeus can frightened for 1 minute. A creature can repeat the saving
cast the following spells without needing components or throw at the end of each of its turns, ending the effect on
expending a spell slot: itself on a success. If a creature’s saving throw is successful
At will: Animate dead, geas (9th level), ice storm (9th or the effect ends for it, the creature is immune to
level), thunderwave (9th level), fire bolt (max level), chil Asmodeus’s Frightful Presence.
touch (max level), bestow curse (9th level), fireball (9th
level), chain lightning (9th level), disguise self, identify, Innate Spellcasting. As a bonus action, Asmodeus can
blight (6th level), phantasmal force innately cast one spell.
4/day each: Blindness/deafness (9th level), enthrall,
dispel magic (9th level), counterspell (9th level), slow Now You See Me. As a bonus action on his turn, Asmodeus
(unlimited range), hold monster, mass suggestion (9th can teleport anywhere within his line of sight or in the Nine
level), wall of fire, wall of ice, sickening radiance, polymorph Hells.
3/day each: Banishment, phantasmal killer, dominate
person (9th level), mental prison, harm, finger of death, Loyalty to the Lord. As a bonus action, if Asmodeus’ rod was
forcecage, divine word, greater invisibility, symbol ever knocked or taken out of his hand, he can instantly
2/day each: Feeblemind, dominate monster (9th level), teleport it back into his palm.
shapechange, imprisonment, meteor swarm, power word
kill, true polymorph, mass polymorph Reverie of Hell (1/Day). As an action, Asmodeus can encase
1/day each: Dark star, true resurrection himself in a protective barrier which heals him and stops
enemies from attacking him. This barrier acts as a globe of
Limited Magic Immunity. Asmodeus is immune to spells of invulnerability. The Reverie of Hell lasts for three rounds,
6th level or lower, unless he wants to be affected. with a different effect for each one:

Regeneration. Asmodeus regains 30 hit points at the start of In the 1st round, Asmodeus is automatically purged of
his turn. any unwanted spell effects or conditions.
In the 2nd round, Asmodeus is purged of any diseases,
Magic Weapons. Asmodeus’s weapon attacks are magical. poisons, or physical maladies (including lost body parts).
In the 3rd round, Asmodeus is healed to full hit points
Legendary Resistance (5/Day). If Asmodeus fails a saving and feels as though he just rested a full day, regaining
throw, he can choose to succeed instead. spells and class abilities accordingly.

286
Legendary Actions
Asmodeus 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. Asmodeus regains spent legendary
actions at the start of his turn.

Chilling Gaze. Asmodeus targets one creature within 30


feet. The target makes a Wisdom saving throw (DC 25).
On a failed save, the target takes 3d10 psychic damage,
becomes frightened for 30 seconds, and gains 1 level of
exhaustion. If a creature gains six levels of exhaustion, it
doesn’t die but is instead dominated by Asmodeus.

Contract Established. Asmodeus, upon touching a


humanoid or a piece of a dead humanoid, calls its soul
back and forms a new adult body for the soul to enter. If
the target isn’t willing, the spell fails. The body formed
for the soul is that of a Tiefling. The soul retains all its
memories and experiences but is now friendly towards
Asmodeus (its memories are altered to obey
Asmodeus).

Call of the Lord (Costs 2 Actions). Asmodeus can


summon up to eight creatures (with a total challenge
rating of 20 or below) that reside within the Nine Hells.

Hell’s Gate (Costs 3 Actions). As the King of Hell,


Asmodeus has absolute control over all the gates and
portals that lead to Hell, as well as those within Hell. He
can cause a gate or portal to open, sucking in those
within 60 feet into a location in the Nine Hells of
Asmodeus’ choosing if they fail a Wisdom saving throw
(DC 25). The gate remains open for 5 rounds (suction
only during the first round). A Hell’s Gate appears as a
great, diabolically evil human male face with jagged,
chewing teeth. Flames burst from the gaping maw as it
attempts to suck in unlucky victims. The gate is two-way
and remains open for five rounds (suction only during
the first round).

287
The
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