TheInfernalTome Normal
TheInfernalTome Normal
INFERNAL TOME
Credits
Template Designer: Manos Kourizidis
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.
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.
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.
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
Knowledge
The character seeks wisdom, education, and intellectual
pursuits.
Initial Bonus: +1 bonus to Intelligence checks when
recalling information or conducting research.
Advancement Bonuses
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.
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.
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.
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%.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 BESTIARY
41
Sample Treasure
Here are a few treasure examples to spark your
creativity:
43
and provides the following benefits to you and your
allies within it:
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)
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:
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.
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.
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.
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,
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
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.
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.
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.
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
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
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.
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
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.
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.
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.
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.
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
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.
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
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
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.
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.
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.
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.
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.
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
Cosmic Shard
Prerequisite - Research Mastery
Darkness Bomb
Prerequisite - 10th 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 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
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
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.
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.
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.
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.
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.
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.
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.
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.
Armor Class 15
Hit Points Equal to the roll of your maximum amount of
Entropy Dice
Speed 35 ft.
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.
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.
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.
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
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.
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.
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,
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.
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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
Hellish Hex
Prerequisite: Charisma 15 or higher
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
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.
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.
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.
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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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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.
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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)
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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)
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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.
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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.
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)
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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.
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.
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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)
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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.
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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)
Actions
Spectral Touch. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 20 (4d6 + 6) necrotic damage.
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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
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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.
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.
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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.
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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)
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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)
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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
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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.
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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.
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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.
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.
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Abyssal Cobra
Medium beast, unaligned
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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.
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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.
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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.
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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.
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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)
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.
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)
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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.
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.
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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.
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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
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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)
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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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.
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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
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Apostate Fiend
Medium fiend (demon), chaotic evil
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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.
Enraged Fiend
Medium fiend, chaotic evil
Actions
Multiattack. The enraged fiend makes two melee
attacks: one with its claws and one with its bite.
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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.
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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.
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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
Actions
Multiattack. The Hellish Enforcer makes two melee
attacks.
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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.
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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.
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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.
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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.
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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.
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.
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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
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.
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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
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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
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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
Ethereal Sight. The soul drainer can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice
versa.
Actions
Multiattack. The soul drainer makes two claw attacks.
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.
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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
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)
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
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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
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.
Sinister Inquisitor
Medium humanoid (human), lawful evil
Actions
Multiattack. The sinister inquisitor makes two melee
attacks or casts a spell and makes one melee attack.
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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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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
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.
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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.
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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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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.
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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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.
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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.
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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Demonic Frost Giant
Huge giant, chaotic evil
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.
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.
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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
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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.
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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.
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.
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.
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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.
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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)
Actions
Multiattack. The siren makes two attacks: one with its
bite and one with its claws.
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Twisted Incubus
Medium fiend, chaotic evil
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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.
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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
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.
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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
Actions
Multiattack. The demonic berserker makes two melee
attacks.
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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
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.
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.
Actions
Multiattack. The Wretched Abomination makes three
attacks: one with its bite and two with its claws.
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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)
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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.
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.
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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.
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.
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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
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)
Actions
Multiattack. The Skorchling makes two attacks: one with
its bite and one with its flaming whip.
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.
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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)
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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.
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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.
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.
Actions
Multiattack. The Pyroclasm Devil makes three attacks:
one with its bite and two with its claws.
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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)
Actions
Multiattack. The Cacodemonic Brute makes three
attacks: one with its bite and two with its claws.
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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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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.
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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.
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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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.
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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
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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.
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.
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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.
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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.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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.
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.
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.
287
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