Planet Apocalypse 5e
Planet Apocalypse 5e
     Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Sec-
     tion 1(e), and are not Open Content: All trademarks, registered trademarks, dialogue, plots, storylines, locations, characters, artwork, and
     trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this
     declaration.)
     Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Petersen Games game product
     are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the mate-
     rial designated as Open Game Content may be reproduced in any form without written permission.
     No part of this book or its contents was plagiarized from the Tomes of Hell. Be careful what you draw forth with the powers of the dark.
ii
Table of Contents
Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 1                                                                         Restless . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  151
                                                                                                                                    Shambling Fragments . . . . . . . . . . . . . . . . . . . . . .  153
Using this book  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 1
                                                                                                                                Corrupted Creatures .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 155
Bringing the Apocalypse to Your World .  .  .  .  .  .  .  . 4
                                                                                                                                    Acheron-Corrupted Chuul . . . . . . . . . . . . . . . . . .  157
Building an Apocalyptic Campaign  .  .  .  .  .  .  .  .  .  .  .  . 8                                                              Acheron-Corrupted Treant . . . . . . . . . . . . . . . . . .  159
                                                                                                                                    Annwn-Corrupted Gargoyle . . . . . . . . . . . . . . . . .  161
Character Options  .  .  .  .  .  .  . 16                                                                                           Annwn-Corrupted Shield Guardian . . . . . . . . . . .  163
Subclasses  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17                 Cocytus-Corrupted Minotaur  . . . . . . . . . . . . . . .  165
     Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17                                                   Cocytus-Corrupted Roper . . . . . . . . . . . . . . . . . .  167
     Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19                                                 Cocytus-Corrupted Spirit Naga . . . . . . . . . . . . . .  169
     Monk  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  20                                                  Dis-Corrupted Gorgon  . . . . . . . . . . . . . . . . . . . .  171
     Rogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22                                                 Gehenna-Corrupted Stone Giant . . . . . . . . . . . . .  173
     Sorcerer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23                                                Hades-Corrupted Fire Elemental . . . . . . . . . . . . .  175
Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25       Lethe-Corrupted Black Pudding . . . . . . . . . . . . . .  177
                                                                                                                                    Pandemonium-Corrupted Green Hag  . . . . . . . . .  179
Magic  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30                                                                      Phlegethon-Corrupted Ogre . . . . . . . . . . . . . . . . .  181
Spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30       Sheol-Corrupted Wyvern . . . . . . . . . . . . . . . . . . .  183
Magic Items  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38                      Styx-Corrupted Behir . . . . . . . . . . . . . . . . . . . . . .  185
                                                                                                                                    Styx-Corrupted Dire Wolf . . . . . . . . . . . . . . . . . .  187
Adventures  .  .  .  .  .  .  .  .  .  .  .  .  . 50                                                                                Tartarus-Corrupted Giant Scorpion . . . . . . . . . . .  189
                                                                                                                                    Tartarus-Corrupted Otyugh . . . . . . . . . . . . . . . . .  191
Among the Damned .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 54
                                                                                                                                Damned Soul Swarm .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 193
To Slay Leviathan .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
                                                                                                                                    Hazy Damned Soul Swarm  . . . . . . . . . . . . . . . . .  195
The Gate of Bone . . . . . . . . . . . . . . . . . . . . . . . . . . 106                                                            Livid Damned Soul Swarm  . . . . . . . . . . . . . . . . .  197
                                                                                                                                    Roiling Damned Soul Swarm . . . . . . . . . . . . . . . .  199
A World Torn Asunder  .  .  . 118                                                                                               Fiends of the Underhell .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 201
     Doomgates and the Sanguine Ward . . . . . . . . . . .  118
     The Nature of the Underhell  . . . . . . . . . . . . . . . .  119                                                           Void Maggot .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 203
     Cosmic Rifts  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  120                                                     Broken Maggot  . . . . . . . . . . . . . . . . . . . . . . . . . .  205
Ravaged Lands .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 122                             Howling Maggot  . . . . . . . . . . . . . . . . . . . . . . . . .  207
     Curses  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  122                                                 Simpering Maggot . . . . . . . . . . . . . . . . . . . . . . . .  209
     Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  123                                                First Circle: Gryllus .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 211
     Hazards and Traps  . . . . . . . . . . . . . . . . . . . . . . . .  125                                                        Preening Gryllus . . . . . . . . . . . . . . . . . . . . . . . . . .  213
     Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  129                                                 Leering Gryllus . . . . . . . . . . . . . . . . . . . . . . . . . . .  215
Fiendish Legions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 131                                Shining Gryllus  . . . . . . . . . . . . . . . . . . . . . . . . . .  217
     Acheron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  132                                                 Second Circle: Underfiend .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 219
     Annwn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  133                                                   Bonestrike Underfiend . . . . . . . . . . . . . . . . . . . . .  221
     Cocytus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  133                                                   Flesheater Underfiend . . . . . . . . . . . . . . . . . . . . . . 223
     Dis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  134                                               Skincloak Underfiend . . . . . . . . . . . . . . . . . . . . . .  225
     Gehenna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134                                                  Third Circle: Cacodaemon .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 227
     Hades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  135                                                 Rampant Cacodaemon . . . . . . . . . . . . . . . . . . . . .  229
     Lethe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  137                                                 Cackling Cacodaemon . . . . . . . . . . . . . . . . . . . . .  231
     Pandemonium . . . . . . . . . . . . . . . . . . . . . . . . . . .  137                                                         Shrieking Cacodaemon  . . . . . . . . . . . . . . . . . . . .  233
     Phlegethon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  138                                                  Fourth-Circle Fiends .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 235
     Sheol  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  138                                                Bellatrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  237
     Styx  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  139                                               Catoblepas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  237
     Tartarus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  139                                                  Cendiary  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  241
Monsters  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 143                                                                           Gadarene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  243
                                                                                                                                    Hell Hound Alpha . . . . . . . . . . . . . . . . . . . . . . . .  245
Apocalypse Undead .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 143
                                                                                                                                    Hortator  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  247
     Ashen Angel . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  145                                                     Magdalene  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  249
         Crawling Horde  . . . . . . . . . . . . . . . . . . . . . .  147                                                           Mandrake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  251
            Leaping Skin  . . . . . . . . . . . . . . . . . . . . . .  149
                                                                                                                                                                                                                                            iii
                                                                                                                                                                      Table of Contents
          Nuckelavee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  253
          Philter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  255
                                                                                                                                   Appendix
                                                                                                                                   Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . .332
          Raparee  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  257
          Secutor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  259                                           General Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 340
          Tardigrade  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  261                                             Map Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 345
          Underhell Elemental . . . . . . . . . . . . . . . . . . . . . . . 263                                                    Monsters by Challenge Rating  .  .  .  .  .  .  .  .  .  .  .  .  .  . 346
          Nephilim Engines  . . . . . . . . . . . . . . . . . . . . . . . .  265
          Animated Doomgate  . . . . . . . . . . . . . . . . . . . . . .  265
          Corpse Mother . . . . . . . . . . . . . . . . . . . . . . . . . . .  267
          Racked Seraph . . . . . . . . . . . . . . . . . . . . . . . . . . .  269
          Siege Dragon Engine . . . . . . . . . . . . . . . . . . . . . .  271
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           Table of Contents
                              5
Introduction to Dark Worlds
Using This Book
Planet Apocalypse is the world—your game’s world—as it teeters on the verge of its ultimate end. When
the apocalypse comes, it leaves few heroes, and those that remain must desperately battle to preserve their
world from utter destruction. Your player characters are those heroes, and there is no one else to save the
day.
   This book begins with an introduction to Planet Apocalypse and advice to the GM on how to present it and
how to create a campaign out of it. Of particular interest to players, the second chapter outlines class options and
feats for characters who have prepared for or survived the initial onslaught, while the third chapter contains spells
and magic items for fighting fiends or that have been scavenged from defeated fiends.
   The remaining chapters are for the GMs’ eyes only. The fourth chapter presents adventures that showcase
Planet Apocalypse in action; these adventures use material drawn from the subsequent chapters. The fifth chapter
explains the nature and dangers of the fiends and their invasion, the sixth chapter presents a wide variety of new
fiends and other monsters, while the seventh and final chapter covers the fiend lords around whom the campaign
revolves. Lastly, this book contains an appendix of encounter tables and an index of monsters by challenge rating
you can use to build your own Planet Apocalypse encounters.
3
      Introduction to the Apocalypse
magical portals called Doomgates. The magic of the             the Doomgate at the start of the invasion, so
Doomgate uses this flesh to provide physical forms             they manifest a sort of bond with the shifting
for invading fiends, allowing them to exist on the             flesh of every fiend that passes through it. The
material plane. An invasion might have one or several          hero usually discovers they have the Sanguine Ward
Doomgates; typically, each Archlord requires a single          accidentally, when they are able to perceive the fiends
Doomgate.                                                      in a way unlike their companions. Alternatively, the
   The fiends revel in the strategic value of decapitat-       bearer of the Sanguine Ward could be a vulnerable
ing mortal power structures, which makes it much               NPC, such as a small child or disabled person, whom
easier to wipe out mortal resistance. However, using           the player characters must protect if they are to have
mortal flesh as a vessel for fiendish power also gives a       any hope of repelling the invasion.
few mortals exactly the power they need to resist the
fiends (see the Sanguine Ward, below).                         The Underhell
                                                               The Underhell is the source of the fiendish invasion. It
Fiend Lords                                                    is a mutating wasteland where everything is horribly
Fiend lords are the most powerful fiends, above the            alive. The earth is as much flesh as rock, pocked with
conventional circles of authority. They use their              metal and sores and burning with constant hellfire.
unmatched might and magical resources to demand                Time hardly seems to pass, leaving mortals at once no
the obedience of whatever fiendish followers are useful        time to rest but forever to suffer. The Doomgate and
for their current goals. A fiend lord wears one or more        the Archlords’ spreading shadow quickly twists the
crowns indicating their relative power and prestige            mortal world to increasingly resemble this hellscape
among their fellow lords.                                      below and beyond all hellscapes.
  Archlord. Among the mightiest fiends of the Un-
derhell, the Archlord is the linchpin of an invasion,
and defeating them is often the only hope to stop the           Bringing the Apocalypse
press. A small invasion might have only one Archlord,               to your World
while a large-scale or global invasion might have sev-
eral. The longer an invasion is left to wreak havoc, the
                                                               In most fantasy campaigns, players rely on certain
more likely more Archlords will join the march.
                                                               things. Thieves belong to the Thieves’ Guild. Players
  Lesser Lord. Lesser fiend lords are powerful fiends
                                                               like to have their characters go to taverns to pick
who either have not yet attained the full glory of
                                                               up rumors or seek adventures. They go to the local
Archlord status or serve as avatars for the Archlords.
                                                               Church of Thor (or whomever) to get healed or
An avatar allows an Archlord to project some its
                                                               resurrect dead companions after a fight. The local
power over vast distances, effectively allowing it to be
                                                               princeling gives them quests and rewards them when
in two places at once.
                                                               they succeed. Even the enemies are often a known
                                                               quantity: if you’re playing in a dark fantasy setting,
Legions
                                                               for instance, the undead lords and their dire evil are
All fiends below fiend lords manifest unique powers            dangerous but also familiar and almost comfortingly
reflecting the legion they belong to. There are at least       expected.
a dozen legions reflecting varying kinds of evil and              Unfortunately, these comfortable tropes can reach
different strategic priorities for the fiends. Although        the point where the next dungeon or quest is just a
fiends seem fiercely loyal to their legions at first, they     different flavor of the same encounters. “Oh, this dun-
do not hesitate to forsake one legion to join another          geon is ruled by a blue dragon instead of a green one?
when it is useful, a dichotomy that often confuses             How … excitingly different.” Sometimes, turning the
mortals at first.                                              familiar on its head can punch things up, giving your
                                                               players a fantastic change of pace. And when you are
The Sanguine Ward                                              done, you and your players can return to the normal
Some mortals are able to perceive and approach                 routine invigorated and seeing your world with a new
fiends more easily than others. At least one hero of           perspective.
a Planet Apocalypse campaign is assumed to share a                That’s what Planet Apocalypse is for.
special bond with the Doomgate called the Sanguine                The apocalypse is not your average campaign. All
Ward, which confers this protection. Usually, the              these comfortably familiar elements, your players’
character had some link, typically a forgotten blood           entire known world, is threatened with destruction
     relation, to one of the corpses transformed into          and only their characters can stop it! Everything they
                                                                                                                          4
                                                             Introduction to the Apocalypse
    know and love is destroyed or threatened. The rules          Campaign Rebirth
    of their universe are turned topsy-turvy. They can no
    longer rely on the authorities or powers that once gave      Campaigns can get stagnant. Sometimes they reach
    their adventures structure. Destruction reigns.              a natural end: when the heroes have wiped out the
       Planet Apocalypse is designed to give the players an      Big Bad, achieved the final quest in a long series,
    exciting, high-stakes menace for a limited period of         conquered a kingdom, and so on. Planet Apocalypse
    time. It’s up to you how big or how long to construct        can be used to revitalize your campaign or restart it.
    your campaign. This is not a tailored campaign but a         Suddenly many or all the familiar kingdoms, cities,
    sourcebook for building your own from the provided           lords, and places of the campaign can be destroyed,
    tools and example adventures. We recommend that              rebuilt in new configurations, or repurposed.
    you set it up for a campaign of about 6 months of real          Don’t worry—you can keep any part of your cam-
    time, in order to give the apocalypse real weight in         paign your group likes for later use. After the Planet
    your players’ lives but preventing it from monopoliz-        Apocalypse campaign, if you want to keep using the
    ing your roleplaying adventures forever.                     haunted vampire tower that’s been a centerpiece of
       Once you finish your Planet Apocalypse campaign,          your adventures, go ahead and reinstate it by reveal-
    you can still draw from this sourcebook: the after-          ing that it survived. On the other hand, if you have
    math of the cataclysm leaves behind some of the              gotten tired of an element and removing it won’t spoil
    fiends and possibly their lords, and so the skills, feats,   anyone’s fun, this is your chance to destroy it and re-
    monster stats, and such can still be handy for ongoing       place it with something new. This can apply to sourc-
    adventures.                                                  es of good too: if your Church of Thor is starting to
       Fundamentally, the Planet Apocalypse campaign             seem a little tired, you can shake up its membership
    will help you, as a Game Master, to make your world          by killing off many or all of its higher-ups. Suddenly,
    more exciting for your gaming group.                         a player’s moderate-level priest of Thor is a precious
       Consider the following guidelines when you incor-         commodity to the Church, someone to be admired
    porate the apocalypse into your game.                        and given authority to shape the church as it rebuilds.
    Make the players the center of                               View your Setting in a New Way
    attention                                                    The campaign setting is often viewed as the rock-solid
                                                                 background or foundation to your campaign, and
    One of the normal features in any high-fantasy world
                                                                 nothing is inherently wrong with that view. But it can
    is that player character heroes are almost never really
                                                                 be fun to pull out that assumption and examine it. If
    the most important people in the world. There are
                                                                 the players are forced to realize that every single part
    always kings, archbishops, sorcerer lords, or others
                                                                 of their world is at risk, they may even start valuing
    who are higher level, wealthier, with armies at their
                                                                 those parts that were their obstacles or enemies. In a
    command and fabulously powerful magic artifacts
                                                                 normal campaign, players assume the dark elf king-
    in their hoards. The player heroes are, by compari-
                                                                 dom will always be there, plotting against them and
    son, wandering adventurers, be they knights-errant,
                                                                 their king, and it will always be made up of neat un-
    wandering do-gooders, or dangerous vagabonds. In
                                                                 derground dungeons for them to adventure through.
    Planet Apocalypse, your heroes will be catapulted into
                                                                 But now, with the advent of the fiends, you are at risk
    command at the highest level of importance, because
                                                                 not only of losing your own homeland, but so too is
    there is simply no one else who can resist the forces of
                                                                 the dark elf kingdom at risk. Perhaps that seems like a
    the Underhell. This can be a chance for players to play
                                                                 silver lining, but if the dark elves are destroyed, is that
    the most important individuals in the world.
                                                                 really a good thing? What greater threat are they hold-
       Being on their own might disorient the players—
                                                                 ing in check that will be free to assault the surface
    especially if they’re expecting someone to assign them
                                                                 once they are gone?
    quests or hand out rewards for jobs well done—but it
                                                                    This is also an opportunity to explore the story
    should also tantalize and excite them. If your players
                                                                 from another angle. Maybe the surface dwellers and
    find this open-ended role overwhelming or more
                                                                 the dark elves have always been opposed, but both
    frustrating than fun, you can provide surviving NPCs
                                                                 want to survive and defend themselves. Now along
    who can point them in useful directions but who
                                                                 come the fiends, who want to destroy all mortal life in
    won’t overshadow them. These NPCs should not be
                                                                 the world, both surface and below. Suddenly, the sur-
    powerful enough to save the day—that is the heroes’
                                                                 facers and the dark elves have something in common
    job.
                                                                 and might be on the same side (at least temporar-
                                                                 ily). This can be a vivid and fun opportunity
5
      Introduction to the Apocalypse
to roleplay unexpected alliances and reexamine old            or exterminate an orc horde, that enemy is gone, but
stereotypes and assumptions. Maybe the old enemies            with fiends pouring through a gate from their home
aren’t all as bad as the heroes thought. Or they might        plane (as Planet Apocalypse fiends do), the tides of
be just as bad, waiting to betray the heroes as soon as       invasion are literally endless. With limited resources,
the fiends are defeated!                                      the PCs can’t just defeat them individually but must
                                                              instead make progress against their plans in other
     Making it Horrifying                                     ways. Fiends should taunt heroes with this fact, prom-
                                                              ising to exact painful revenge when they return to the
                                                              world.
Here are some tips to help make the Planet Apocalypse
fiends more frightening and vivid to the players. This
advice can also apply to other fiends and some other          They’re Intelligent
timeless monsters.                                            A monster that talks to the players is scarier than
                                                              a simple animal, particularly if it exhibits fiendish
                                                              intelligence or unnatural knowledge. Because the
It Doesn’t Matter if They’re                                  Planet Apocalypse monsters look so bestial and alien,
Killed                                                        the players may be taken by surprise when a raparee
These monsters emanate from the Underhell, a distant          or cacodaemon calls their characters by name. What
plane of existence made of pure evil; it might be an          will a player character do if a fiend threatens his or
entirely new plane of existence or part of Hell, the          her family? “Let us pass, or we will kill your Uncle
Abyss, or the like. In any case, “killing” fiends is really   Grayson. A team of grylluses surround his house as we
just a banishing, and the same monster will soon              speak.” Of course, the fiends might lie—they’re evil,
enough return to the mortal world through another             and not bound by any magical compulsion to honesty.
Doomgate. So long as they focus on destroying fiends,         But they will tell the truth enough to make the players
the PCs can only slow down the flood temporarily.             uncertain.
     This is completely different from most enemies
        the players will have faced. If you kill a dragon
                                                                                                                        6
                                                          Introduction to the Apocalypse
    They Do Things the Players                                   and the lesser fiends hasten to obey. An organized
                                                                 army with discrete goals can be far scarier than a
    Don’t Understand                                             pack of aimlessly violent enemies. Leadership and
    Have the monsters perform deeds that seem to make            strategic intelligence mean that fiends who survive an
    no sense, or at least not material sense. For instance,      encounter with player characters can share what they
    perhaps the fiends arrange human corpses in geo-             have observed, and evidence left after battles can give
    metric patterns or burn only every seventh building          fiendish leaders information on the heroes opposing
    in town; what significance does this have? Maybe a           the invasion. As a result, fiends should plan responses
    horde of fiends starts chanting some mystic lay or           to tactics the players have successfully used before.
    ballad instead of battling, even when mortals fight
    back; who knows what evil will come
    from their music? The fiends raid a                                                 Making it
    village and only carry off women older
    than 60; what is their goal? Should the
                                                                                        Challenging
    player characters abandon a defensible
                                                                                   Obviously, campaigns vary greatly in
    location to rescue the grandmothers,
                                                                                     their power level. This book pro-
    or take the unexpected reprieve to
                                                                                        vides a wide range of enemies to
    fortify the village against a second raid?
                                                                                          allow you to challenge players
    They may be torn. Imagine the player
                                                                                            across various levels without
    characters come upon a group of
                                                                                              resorting to huge numbers
    fiends swarming to build a colossal
                                                                                                of enemies all the time.
    structure. Even if the players stop
                                                                                                 There are stronger and
    the activity, they then wonder
                                                                                                   weaker void maggots,
    what the purpose of the struc-
                                                                                                   grylluses, underfiends,
    ture was. Is it a worship site? A
                                                                                                   and cacodaemons for
    machine? This mystery adds to
                                                                                                   this purpose.
    the players’ sense of unrest.
                                                                                                      You will, as always,
       Prompt the players to make
                                                                                                  need to scale the fre-
    tough decisions based on
                                                                                                 quency and number of
    incomplete information. Don’t
                                                                                               enemies to your players’
    worry if even you, the Game
                                                                                             skill as well as the capabilities
    Master, don’t know the pur-
                                                                                           of their characters. Hordes of
    pose behind some such activity
                                                                                         enemies that were individually
    you add to the game—it will
                                                                                        a challenge at low levels work
    eventually come to you. At first,
                                                                                        very well for grand battle scenes
    just take note of the details for
                                                                                       and for tense confrontations the
    future consistency and enjoy
                                                                                      party can choose to confront or
    how it confuses and worries the
                                                                                     avoid. For more common encoun-
    players. If players speculate, you
                                                                                  ters that fall upon heroes before they
    might want to decide one or more
                                                                            have a choice, two or three monsters whose
    of their guesses are correct, even if you have to change
                                                                 challenge rating add up to the group’s average level
    things they haven’t seen yet to make it all fit.
                                                                 tend to work best.
                                                                    Stronger enemies make for memorable and compel-
    They’re Organized                                            ling recurring foes, particularly unique fiends like the
    The invading fiends follow a regimented order with           Archlords. These should be hard for even a high-level
    specific goals unclear to humans, at least at first. This    party to handle, but you can buff them by adding
    organization should be hinted at as a backdrop to the        minions to their group. For detailed advice and exam-
    fiends’ activity, which adds to the drama as players         ple encounters, see the encounter tables on page 332.
    realize they are pursuing a plan they can’t under-
    stand. For instance, it’s not just that a village is being   What if my Heroes are Too
    raided by fiends—the fiends have banners and livery          Weak?
    showing that they serve Jabootu and belong to the
    Lethe legion. The fourth-circle leaders bark orders          In this case, the goal is to advance your players
                                                                 over the course of the campaign until they are
7
      Introduction to the Apocalypse
able to handle the most powerful, dangerous threats,        ✼ I nvestigation and Discovery (4–8 ses-
like the Archlord leading the invasion. If the invasion       sions)
begins before they are ready to face even the weakest         » 1–2 session: The Onslaught
of Underhell fiends, that can produce terror but also
                                                              » 1–2 sessions: Old Enemies
fun and excitement. In fact, you should tell them
that they are the world’s last hope: they must become         » 2–4 sessions: The Lesser Lord
tough enough to overcome the ultimate fiends before         ✼ The Heroes Strike Back (6–9 sessions)
the forces of the apocalypse destroy everything they          » 4–6 sessions: Behind the Front Lines (included
love. There is no one else.                                       as To Slay Leviathan)
                                                              » 2–3 sessions: The Archlord
     Building a Planet                                      ✼ The Doomgate (1–3 sessions)
    Apocalypse Campaign                                       » 1–2 sessions: Home of the Fiends (included as
                                                                  The Gate of Bone)
Bringing Planet Apocalypse to your gaming group will          » 1 session: The Ultimate Evil
take some preparation. This is not a full-length cam-       ✼ Epilogue
paign or setting and is intended to work in any cam-
paign. The reason is simple: to bring this campaign
home to your players, it needs to be in your universe,      1. The Set Up (2–3 sessions)
threatening the things they love. Do your players love      This is the early part of the campaign, in which you
to adventure in a cursed demiplane? That’s where the        introduce your player characters to the new Underhell
fiends strike. Does your campaign feature dark elves        regime.
as enemies on a regular basis? Then their underground
citadels are overrun by the fiends. No doubt strife has     A. The Initial Assault (1 session)
already riven underworld society, with some battling        The player characters should see the invasion begin
the fiends while others (some evincing Underhell            firsthand. A typical first adventure might take place in
corruption) have switched sides and wage war against        a city where the PCs are sitting at their favorite tavern.
their brethren. Imagine fighting through a dark elf         Suddenly the Underhell breaks loose, powerful heroes
dungeon while the elves are having a civil war!             start transforming, the city bursts into hellfire, and the
   A Planet Apocalypse campaign cries out for customi-      PCs must escape. This might be more of an environ-
zation of your specific campaign, and this book is here     mental hazard than an actual fight but should set the
to help.                                                    stage. (For an example of this type of adventure, see
                                                            Among the Damned, starting on page 54.)
Organizing your Planet                                         The heroes should quickly learn that the old world
                                                            (or at least the old region) has been destroyed and
Apocalypse Campaign                                         they are largely on their own. All their former support
Much as we love Planet Apocalypse, you probably don’t       systems are gone or in shambles. If one of them was a
want to keep running it forever. That’s not the prima-      priest of, say, Thor, the church hierarchy has dissolved.
ry intent. Keeping world-shaking tension going end-         The ruler is gone, while the throne or even the entire
lessly risks making the game too stressful for players to   palace has transformed into a Doomgate.
enjoy. (For those who do want to run it forever, a few
ideas appear at the end of this chapter.) Ideally, the      B. Find Your Purpose (1–2 sessions)
campaign should last from 14 to 24 evening-length           After your player characters escape the horror of the ini-
game sessions. After that, Planet Apocalypse themes         tial invasion, any urban refuge is shattered and they will
should appear as aftershocks and fallout, as your play-     be in the wilderness, likely lost, injured, hungry, and
ers evince interest.                                        afraid. In this adventure, your heroes need to find their
   Let’s break this down into sections. Here is a sample    purpose protecting some other wanderers, even more
organization for your own Planet Apocalypse cam-            disadvantaged than they. The best way to arrange this is
paign, which you should tailor to suit your group.          to present your players with a set-piece battle.
 ✼ The Set Up (2–3 sessions)                                   The heroes’ group hasn’t seen any other living
    » 1 session: The Initial Assault (included as Among    humanoids for days. They are short on food. Trees and
       the Damned)                                          plants are dead or dying as the Underhell ravages the
                                                            land. Bodies of water grow bitter and tainted, dead
         » 1–2 sessions: Find Your Purpose
                                                                                                                         8
                                                          Introduction to the Apocalypse
    fish floating belly-up, their flesh rotten. Dead birds     Who are the Refugees?
    drop from the sky, buzzing with flies before they hit      Describe the refugees—you should have a group of
    the ground. Fiends roam the land. The occasional           6 to 8 named NPCs. The goal is that these NPCs
    wild animal or monster the PCs spot flees at once, in-     become friends to the player characters. Perhaps one
    cluding dangerous creatures such as basilisks. The sky     is an attractive individual of a compatible gender for
    is gray and hard as iron. You can draw out the bleak,      a player who wants to roleplay a light romance side-
    post-cataclysmic tone until the players have got the       plot (the refugee falls in love with their rescuer), while
    point (which may take only a few minutes or an hour,       another might be a smith skilled in making useful
    depending on your players’ personalities).                 items like mithral armor. Yet another is a healer, or a
       The clerics and druids cannot contact their higher      records-keeper, or a priest from the player characters’
    powers, though they can still prepare spells. Wizards      religion. Include whatever is needed to ingratiate
    can’t summon what they mean to (the GM should de-          them to your player characters—you know them best.
    termine what creatures are summoned by a particular           Having many survivors makes it easier for some of
    spell), though their other spells seem to work.            them to end up in peril or tragically die, should the
       Then, when the player characters seem the most          heroes fail or you want to build some drama. Take
    isolated and lonely, they hear people screaming            care not to overuse this crutch, but you can potentially
    and calling for help from the other side of a hill.        afford to lose several in this way—each time should tug
    When they run up the hill, they see a large group of       at the players’ heartstrings a bit. The more the heroes
    poorly-armed refugees surrounded by a ring of void         care about dead or imperiled NPCs, the more narrative
    maggots and grylluses, perhaps led by a single under-      use you can get out of them; make these NPCs helpful,
    fiend (or more, if your party can handle it). Choose       funny, and quirky, so their absence is missed. For quick
    a similar encounter of epic difficulty for the heroes’     ideas, consider a high-fantasy version of one of your
    level from the encounter tables on page 332. If they       favorite characters from a video game or other media
    act swiftly, they can save the refugees. If your party     (for example, Tiny Tina from Borderlands or Elvira).
    rescued refugees from the settlement as they escaped,         In fact, making the NPCs humorous has a double
    those refugees might stumble into an ambush similar        function: first the players like the NPCs more as
    to the one described here when separated from the          bright spots in the dark tone of the adventure, and it
    heroes.                                                    heightens the shock if the NPC dies. Such characters
       The heroes’ effort to save the refugees should          are purposely goofy to endear them to the players,
    succeed—at least initially—as the heroes distract the      and to stimulate the player characters to protect them.
    fiends enough for the refugees to get moving. This is      Of course, you don’t have to use goofy NPCs—it is
    followed by a running battle against the fiends, trying    simply a contrast to the otherwise bleak horror of the
    to find a safe haven for the refugees while they run       campaign, so that the players have a change of pace. If
    cross-country. If the player characters have no idea       the light-heartedness doesn’t work—and your players
    where to go, some of the refugees have heard of a          would be happier playing in a deadly-serious world—
    place at the foot of nearby mountains or a similarly       go for it.
    defensible locale where a magic fountain used to be—          Here are six short examples of comedic characters
    perhaps the water is still good there?                     (you can add your own, doubtless superior to these):
       The heroes lead the refugees to the place, facing
    hazards (see Ravaged Lands on page 122) and a few           ✼ Gorbonox Greenfeather (neutral good gnome
    random encounters (page 332) on as epic a quest as              commoner). He knows how to train a horse
    you can squeeze in a session or so, and lo and behold,          to do even bizarre tasks and is also an aspiring
    the water is still good here. The refugees, who include         falconer. His pet “falcon” is actually a clever duck,
    among their number a blacksmith, a healer, and other            but no one wants to hurt his feelings and tell him
    useful sorts (see below), immediately start building            the truth.
    a little hidden village, with a wall or other fortifica-    ✼ Argentum (neutral animated armor). This suit
    tions. The player characters have now reclaimed some           of animated armor walks, talks, sings, and gives
    of what they lost: a haven and a group of folk who             useful advice. No, you can’t wear him. He’s always
    depend on them.                                                the wrong size.
       The new haven needs a name. One way to bring             ✼ Fioria the Younger (chaotic good human
    it home to the players is to have the refugees name it         commoner). This precocious and reckless young
    after one of the heroes. Nothing will impel Thorgrim           alchemist’s apprentice makes potions of healing but
    the fighter quite like the drive to defend the sanctity        has a fondness for alchemists’ fire and experi-
    of Thorgrimville!                                              menting with any new substance.
9
      Introduction to the Apocalypse
✼ L ady Valistria (chaotic good human noble). This            characters should scout out the enemy,
  dark-haired noble is friendly but accustomed to              maybe with divination magic or on horseback
  a life of grim elegance: she dresses in black and            (one of the villagers might raise fine horses). The
  always has a jest to make about death. She has a             force is too much for them to defeat on the open field
  morbid curiosity about anything creepy, including            but might be surmountable with careful planning and
  clues about the fiends and their goals.                      fortifications. It is too numerous and too tough for a
✼ Reliable Rocco (chaotic neutral commoner). He               fair fight. What can they do?
  sells dungeon maps for a living. It’s easy to talk              The whole village needs to pull together and build
  him into giving you his map for a share of the ex-           traps, walls, towers, and weaponry to stop the attack.
  pected treasure and no one is more surprised than            Let the players come up with creative and imaginative
  him when it leads to an ambush. He really believes           solutions. A moat with alligators? Huge rocks to be
  in his maps, even those he draws himself.                    dropped from towers? Whatever they can think of and
                                                               is reasonable, let them try. Someone has to go catch
✼ Sorka Chopper (neutral good kobold). Raised
                                                               the alligators or figure a way to get the rocks into the
  by kindly hu-
                                                                      towers.
  man parents, she
                                                                            When the fiends finally arrive, the com-
  has a useful job
                                                                            bination of the heroes’ skill and the traps
  as a carpenter,
                                                                               and defenses (and maybe even inspired
  works hard to be
                                                                                 townsfolk) should save the day. Take
  a good person, and
                                                                                   inspiration from movies and books
  has no cultural context
                                                                                     with similar village-defense scenes.
  for the idea that most ko-
  bolds are traditional enemies
  of gnomes and humans. She’s
  never even seen another kobold
  and thinks her appearance is a
  birth defect.
An important caveat: don’t have
all the refugees be kooky and
funny! One or two is plen-
ty. The others can be more
typical, if still distinctive in
personality. Aim for an inter-
esting and memorable assortment.
                                                                                                                            10
                                                             Introduction to the Apocalypse
     B. Old Enemies (1–2 sessions)                                   One way to cement the relation is for a second
     This adventure presupposes the players have a familiar       battle to begin immediately after the player charac-
     intelligent enemy—an individual, a clan, an occupation       ters help one side win, where the fiends attack the
     (slavers), or a rival nation. If they don’t have some kind   players and their old enemies. Moreover, some of the
     of oft-used foe, you can insert something that everyone      attackers are horribly transformed, enslaved, and cor-
     will immediately recognize as a dangerous enemy, such        rupted minions of the fiends, driving home the stakes
     as a vampire, green dragon, or cabal of evil sorcerers.      of defeating the fiends. This should put things in
        In this adventure, one of these old enemies comes         perspective, both for the players and their former en-
     to the player’s haven, seeking help. Yes, they’ve had        emies. For example, if your bad guys are slavers, and
     differences in the past, and the enemy is just as evil as    they see their former slaver pals turned into distorted
     ever, but they all need to fight against the new horror.     void maggots “owned” by a gryllus or underfiend, this
     Will the heroes go for it? Will they be willing to set       might cement their desire to put old hostilities aside.
     aside old grudges and work with, say, a vampire clan,        (See the corruption traits starting on page 156 for
     to stop the fiends?                                          ideas on how to corrupt your villains.)
        If this is an individual (like a vampire), perhaps the       Defeating the fiends and corrupted enemies and ce-
     messenger who comes to the haven is an acolyte or a          menting a new alliance leaves the PCs’ haven a more
     familiar. Or it could just be a member of the assassin’s     dangerous but also more interesting place, now that
     guild who knows where a lot more assassins are hiding        former enemies live among the villagers. Trouble may
     out—“Could you use our services?”                            brew, but ultimately both sides must work together,
        The early part of this adventure is the players           or the fiends win.
     discussing the old enemy’s offer. Depending on how              Remember—the old enemies have not necessarily
     much they like to talk things over, this could take one      had a lasting change of heart. They are still the same
     or several scenes. Their contact shouldn’t have all the      characters as before. They are simply allies hoping to
     answers any more than the players do. Presumably,            bring back the former world, or part of it. You should
     even if the players don’t trust the enemy, they may          play them as still interested in their former goals but
     want to go see them—perhaps to defeat them once              willing to cooperate sensibly because those goals are
     and for all, perhaps to see if, hoping against hope,         only possible with the fiends out of the way. If your
     this is an opportunity to join forces. Alternatively, the    villains were dishonorable before, they’re still dishon-
     players might be confronted by a problem that they           orable. If they normally prey on humanoids, they
     know the main old enemy has solved before and they           may be willing to hold back on their worst practices
     have to see if they can reach and recruit this villain.      … temporarily.
     For instance, the enemy might know a rare spell that’s
     key to repelling a particular attack.                        C. The Lesser Lord (2–4 sessions)
        The middle part of the adventure sees the players         Near the middle of the campaign, the old enemies
     going to where the old enemies are located, to help or       with whom the players have allied (albeit distrustful-
     see if they can ally against the Underhell. But when         ly) know who rules this whole region of the world:
     they meet the enemies, they are engaged in what              the lesser lord avatar of whatever Archlord you intend
     amounts to a civil war—some of the enemies (or min-          to use at the climax of your campaign. The enemies
     ions, in the case of a singular villain) want to join the    have already dispatched a group to take down this
     fiends, others don’t, and they’re battling. The players      lesser lord but fear it has failed.
     can turn the tide by joining one side or the other. This        Naturally, the lesser fiend lord has claimed a horri-
     may be a chance to finally defeat their old enemies,         ble dungeon complex, and it’s time to adventure deep
     but if the players do so, they don’t have the chance to      within and confront the monster. “But,” you ask,
     ally with them.                                              “Where is this dungeon complex?” It is your dungeon.
        Of course, the player characters’ newfound allies         Choose one that your players (if not their current
     are still slavers, or assassins, or the like, and they       characters) have already plundered, or at the least, one
     are still villainous. There may be an element of             known to your players, possibly a published one with
     treachery occurring against the heroes as well. But          name recognition. The avatar has cleansed, repopu-
     on the other hand, even though you can’t fully trust         lated, and repurposed it for the fiends’ use. Many of
     the dragon who’s allied with your village, it can            the minions can be exchanged for fiends, but you can
     still be a useful asset. The former foes carry useful        leave some of the old ones, enslaved and controlled by
     information as bargaining chips, bringing players            the avatar! (Use the corruption traits starting on page
     up to speed on how fiends work and the scope of              156 to represent the fiendish influence on these
     the invasion.                                                creatures.)
11
       Introduction to the Apocalypse
  The first session or two should be spent exploring       3. The Heroes Strike Back (6–9
the dungeon, trying to come to grips with the avatar
and learn about its abilities and goals. Near the end of   sessions)
this part, the PCs encounter a group of the same old       Now the player characters have defeated a lesser fiend
enemies, who have been independently exploring. The        lord, established a haven, and are doubtless ready to
former enemy party is eager to join forces, perhaps        move on the offensive.
with some arguing and discussion, for the next step.
  The final session should lead up to and end with the     A. Behind Enemy Lines (4–6 sessions)
confrontation with the avatar in the final part of the     In this adventure, the heroes face the fiendish forces
dungeon. It’s not just a single battle, though. The lord   head-on, halt the forward push, or at the least get
should be too tough for the players alone, so their old    behind the front line. You can use the adventure To
enemies need to come along for the fight—which they        Slay Leviathan, starting on page 72, for this section.
willingly do. Seeing paladins and elf warriors allied      This adventure will likely be long, offering a range
with a hobgoblin captain against an archlord’s avatar      of combat encounters atop a miles-long draconic
ought to be pretty entertaining for everyone.              flesh construct to help the party reach a higher level
  If things go too quickly and easily, threatening the     quickly. The narrative function of this adventure is to
tension and player satisfaction, you can also throw in     weaken the invasion in a major tactical sense, to prove
a monkey wrench. Partway through the battle, as the        that the approaching hordes can be turned back.
players start seeing victory, the lord makes an offer to   Fiendish orders should mention the location of the
the old enemies that at least some of them can’t resist,   true Archlord, the fact that fiends don’t heal, and any
and they change sides! Or the former enemies turn on       other assumptions about the dangers of a Planet Apoc-
the heroes as soon as the lesser fiend lord is defeated,   alypse campaign that the players haven’t learned yet.
hoping to wipe them out and seize control over the            If you want to invent your own adventure, consider
homeland village and the fate of the fallen kingdom.       reusing an open location known to the players, such as
This last bit of betrayal is emphatically optional—        a major port city or trade hub on a major river. Play-
     decide carefully whether you (and, by your best       ers can set up a larger-scale version of the defenses in
        guess, your players) want it in your campaign.
                                                                                                                      12
                                                       Introduction to the Apocalypse
     2A the Onslaught to slow the destruction and even          A. Find the Gate (up to 1 session)
     temporarily turn it back so that they can open a way       If the heroes can close the ultimate Doomgate, they
     to the Archlord’s fortification. They should contend       can stop the invasion once and for all. Unless they
     with several harrowing fights against organized fiends     do, the Archlord will eventually return. To achieve
     and gain levels quickly.                                   the final end, the heroes must first penetrate deep
                                                                inside the fiend-haunted countryside to reach it. If
     B. The Archlord (2–3 sessions)                             your party has teleportation magic and knows the
     Once the fiends’ forward line is broken, the heroes        location of the Doomgate, they can travel quickly
     need to reach the citadel of evil that it has loosed it    indeed.
     upon the world. It’s not hard to find the enemy: the          The Doomgate is not hard to find, especially
     fiends don’t bother trying to hide their actions. More-    if the player characters have seen it earlier in the
     over, getting close enough to the Archlord brings the      campaign, such as at the very beginning when
     heroes into the Archlord’s Shadow, where time doesn’t      the invasion started. The danger is that the player
     flow as it should and space twists, meaning that routes    characters must wander across many miles of their
     seem to twist impossibly to lead either directly to the    former homeland, now distorted and changed into
     Archlord or straight out the nearest edge of the Shad-     a parody of its former self and inhabited by fiends
     ow. This location should be very badly warped by the       and their slaves. The Archlord’s Shadow is gone
     fiendish presence, with only fragments of the mortal       until the Archlord returns, but the land remains
     world intact.                                              ravaged and alien, with wailing features on fleshy
        Here you’ll need a second dungeon complex, more         terrain. You can play off how different everything is
     challenging than the last one. Again, you can use one      and use grim mockeries of what was once there. For
     of your old complexes or use a commercial one. But         example, if you had a tavern the players loved, now
     this time there is a true Archlord at the end of the       it is a perverse reflection of its former self: a pit of
     dungeon. You can use the old enemies as allies again if    void maggots and underfiends soaking themselves in
     you want, depending on how it turned out in the last       toxic mud, the old sign post still hanging over the
     dungeon crawl.                                             monsters.
        Since the Archlord is going to be a real threat, the       At the Doomgate, there is a small living fort hold-
     heroes would be well served to acquire some artifact       ing powerful fiends who act as a defense force.
     in the ruins in order to have a chance at the fight.
     Perhaps there is a crystal whose light lowers the lord’s   B. Home of the Fiends (1–2 sessions)
     Armor Class to a point that they can hit it with a         The player characters must penetrate inside the for-
     reasonable chance, or there are six doses of antidote      tress that the fiends set up to guard their Doomgate.
     that each grant one-time immunity to poison or other       (For an example of such an adventure, see The
     damage from the Archlord. Pick what you think your         Gate of Bone, starting on page 106.) This shorter
     player characters will need, give them hints to find it,   dungeon crawl need not be terribly complex but still
     and post a fourth-circle fiend to guard it.                dangerous. While fending off attacks from fiends,
        Banishing the Archlord causes many of the fiends        the heroes should need to place crystals in special
     to vanish from the world. This is a good place to          holders or some other ritual act in order to weaken
     stop if the players are ready to be done with Planet       the Doomgate to the point it can be reversed and
     Apocalypse, in which case the invasion ends and will       permanently closed from the other side.
     not resume, at least for the moment. Otherwise, the           After the heroes reverse the Doomgate, they find
     defeated Archlord drops a clue or a key or a badge         a terror inside! The player characters need to climb
     (like a crown of the Underhell on page 39) that enables    through the gate itself into the Underhell, which is
     the heroes to find the one remaining Doomgate that         raw nuclear chaos and horrendous. Clearly, the PCs
     does not depend on the Archlord to keep it open.           can’t survive long here, but they must do so long
                                                                enough to close the gate.
     4. The Doomgate (2–4 sessions)
     Although the traditional campaign has ended, the
                                                                C. The Ultimate Evil (1 session)
     fiends are not gone, and one or more Archlords re-         An Archlord lurks just inside the Doomgate, pre-
     main interested in the world. The heroes find out that     paring to reopen even more gates on a wider scale.
     a greater evil yet exists, and maybe someday the fiends    For variety, this might be a more potent mastermind
     will return in force, unless they seal the Doomgate        Archlord than the one the players know about. The
     that started it all.                                       most iconic but most difficult choice would
13
       Introduction to the Apocalypse
be the Spider Mastermind, mightiest and clever-
est of the Archlords. The heroes need to penetrate                      The Returning
quickly through the hideous fiendish realm to get to
this ultimate guard, near but not within view of the
                                                                         Apocalypse
Doomgate, and defeat it.
                                                             If players really enjoy the style of apocalyptic threat
   This should be tailored to best show off the talents
                                                             and don’t miss the old world all that much, you might
of your players and their characters. You might find
                                                             break the campaign in two major parts across more
the most outré and weird dungeons and use pieces
                                                             sessions. Have player characters discover hints or get
of them for the basis of the fiend realm. The hardest
                                                             leering threats from fiends that the repelled invasion
part of this adventure is that the player characters can’t
                                                             is just the beginning, as they were forced to slip only
leave the dungeon, heal, and return; they are stuck in
                                                             their weakest forces through a small crack reality
the Underhell until they conquer or die. The other
                                                             ahead of a larger invasion to come.
hard part for you, the GM, is that you want to time
                                                                In this longer campaign, all the weakest foes should
the adventuring so that they beat the ultimate horror
                                                             be used at first, with only rumors and glimpses
with only a few hit points left. You can ensure this by
                                                             of stronger strains of underfiend, cacodaemon, or
having the Underhell slowly kill them (see The Gate
                                                             Archlords. The first time an Archlord is banished (Part
of Bone for ideas on how it might do this), likely
                                                             3B above), the Doomgate seems closed and it seems
by exposing them to one of the poisons on page 129
                                                             most or all the fiends are gone. At the campaign end,
or slowly reducing their hit point maximums while
                                                             the heroes are all mighty and high level. Then, after
preventing long rests.
                                                             a few months, you can launch the second Underhell
   The Archlord you choose should be an epic chal-
                                                             invasion, but now the fiends display the full array of
lenge to your player characters. The villain should
                                                             powers. The players are appalled when they go to fight
prove nearly impossible to destroy, but if the heroes
                                                             a “puny” band of grylluses and discover how much
falter, you should be prepared to offer them opportu-
                                                             deadlier they are and realize that the worst is yet to
nities to ultimately win in the manner typically seen
                                                             come. You can run a new, higher-level version of Part
in adventure movies: for example, using a potent
                                                             3 and finally the true end at Part 4.
artifact (even one from this very lair), toppling a
tower onto the villain, or tricking them into a vat of
angel blood or other extraordinarily potent magical          Happy gaming!
components, or something similar. This may involve
self-sacrifice, after the tradition of horror stories.
When the ultimate evil is defeated, the world begins
to fade around them. Then they see something even
worse and colossal rising before their misty eyes,
but the Doomgate closes and they are expelled back
to the mortal world. There, they can recover their
health and rejoice, though they will be haunted by
dark dreams of that fresh horror for the rest of their
lives.
Epilogue
In the wake of a thwarted invasion, there are still plen-
ty of leaderless fiends around, and rebuilding needs to
take place, but that is another story. The players will
                                                               –Sandy Petersen
need to take a breather before your next series of ad-
ventures takes place. Remember you can always bring
back a small (or large) force of fiends for an adventure,
on their own or as servants to another evil force now.
Underhell fiends are accustomed to serving under
generals, and with the loss of contact to the cosmically
distant Underhell, they may seek new masters from
among the heroes’ old enemies.
                                                                                                                       14
                                                         Introduction to the Apocalypse
15
     Character Options
Character Options
This chapter presents subclasses for the barbarian, fighter, monk, rogue, and sorcerer, as well as a variety of feats
suitable for any character. These might represent powers gained in preparation for a desperate future you hoped
would never come, or they might be choices you made in the face of a world gone mad.
   The subclasses presented here are particularly apt for creating new characters to replace heroes that have
already perished in a Planet Apocalypse campaign, but they can be taken early in the campaign as well.
Because subclasses are chosen early in a character’s career and the apocalypse generally strikes after heroes
are established, we encourage GMs to allow heroes to choose these subclasses before the invasion as a form
of preparation. Although even the gods cannot forewarn the world of an Underhell invasion, small groups
knowledgeable about the Underhell may encourage a few heroes in each generation to be careful and prepare
for potential calamity. Characters may experience terrible prophetic dreams that prompt them to choose
these options. If the apocalypse does occur and the characters want to change their subclass, that’s feasible as
well. The cosmic upheaval caused by such an invasion might, for instance, cause a sorcerer’s origin to change
unexpectedly (with agreement of the player and GM). Be creative in coming up with ways a character might
change subclasses.
   If your campaign uses feats, the feats introduced in the second half of the chapter might represent surviving
despite the horrific changes wrought by the Underhell, divine aid to help heroes fight back, or else a clever hero’s
way to use the techniques of the fiends against them.
                                                                                                                        16
                                                                              Character Options
                                                                   Necklace of Teeth. You make a necklace of assorted
     Subclasses                                                 teeth or spines pulled from your slain foes, inspiring
                                                                you to greater ferocity. While raging, when you roll a
     The following subclasses are particularly suited to sur-   1 or a 2 on a damage die for an attack you make with
     vivors of the apocalypse and leaders who stand against     a melee weapon, you can reroll the die and must use
     the rising tide of terror and violence.                    the new roll, even if it is a 1 or a 2.
                                                                   Grisly Necklace. You make a necklace of tongues,
                      Barbarian                                 skin, or other grisly bits cut from your slain foes, which
                                                                inspires horror and fear in those who look upon you.
                                                                While raging, you can use your action to cause a creature
     In a world where the worst apocalyptic nightmares          you can see or hear that can see or hear you to become
     have come true, many barbarians become vicious             frightened of you until the end of your next turn unless
     wanderers who thirst only for combat. These fierce         it succeeds on a Wisdom saving throw. The save DC is
     warriors crave the hunt and take great pride in terrify-   8 + your proficiency bonus + your Strength modifier.
     ing their enemies. A barbarian feels most alive after a    When the creature succeeds on its save or the frightened
     fresh kill or conquest.                                    condition ends on it, it becomes immune to your Grisly
                                                                Necklace for 24 hours. Using this action prevents your
     Path of the Trophy Hunter                                  rage from ending early, as if you had made an attack.
                                                                   Necklace of Bones. You make a necklace of splin-
     (Primal Path)                                              tered bones, inspiring you to laugh at death. While
     The Path of the Trophy Hunter exceeds the mere             raging, you have resistance to necrotic and poison
     bloodlust of battle: it is the simmering rage, the         damage and you have advantage on saving throws
     festering hatred that drives one not only to kill but to   against being frightened or poisoned.
     dominate their foes in body and mind. Barbarians of
     this path take trophies from slain foes to commemo-        Prize Trophy
     rate their victories, and they wear these grisly totems    By 6th level, you have taken a great trophy from a
     to gain the strength of those they have conquered.         powerful foe. Choose one of the following. You can
                                                                take a new prize trophy and change the benefit at the
     Experienced Hunter                                         end of any long rest if you have participated in slaying
     When you choose this primal path at 3rd level, you         a foe with a challenge rating at least equal to your
     become proficient in Intimidation and one other            level since your last long rest. You can only have one
     skill from the following list: Arcana, Insight, Nature,    prize trophy at a time.
     Performance, Religion, or Survival. If you are already        Inspiring Trophy. This trophy, typically a heart,
     proficient in Intimidation, choose a second skill from     reminds your allies of your mighty deeds and inspires
     the list instead.                                          them to greater action. When you reduce a hostile
                                                                creature to 0 hit points, choose one friendly creature
     Spirit Carver                                              that can see or hear you. That creature gains advan-
     Beginning at 3rd level, when you take trophies from        tage on its next attack roll, saving throw, or ability
     your slain foes, they feel the pain down to their very     check. You cannot use this ability again until you
     spirits, lingering at the place of their demise out of     have finished a short or long rest.
     shock. When a celestial or a fiend dies and you have          Invigorating Trophy. This trophy, typically a scalp
     damaged it since the start of your last turn, its body     or set of horns, encourages you to persevere against
     doesn’t disappear for 24 hours and you can harvest         hardship. When you reduce a hostile creature to 0 hit
     parts of it for indefinite preservation as if it were a    points, you can either regain lost hit points equal to
     mortal creature.                                           your barbarian level or end one condition on yourself
                                                                from the following list: charmed, frightened, or
     Necklace of Trophies                                       poisoned. You cannot use this ability again until you
     At 3rd level, you create your first trophy from an         have completed a short or long rest.
     enemy you have slain and choose one of the follow-            Enduring Trophy. This trophy, typically a skull,
     ing benefits. You can take a new necklace trophy and       reminds you that you have outlasted mighty foes,
     change the benefit at the end of any long rest if you      instilling you with endurance. You have resistance to
     have participated in slaying a foe with a challenge        cold and fire damage, are unharmed by extreme heat
     rating at least equal to your level since your last long   and cold, and have advantage on saving throws
     rest. You can only have one necklace trophy at a time.     against exhaustion.
17
       Subclasses
Flesh Carver                                               may use your bonus action to expend a use of
Beginning at 6th level, you can cast the speak with        rage; if you do so, you deal additional damage
dead spell without expending a spell slot, targeting       of the same type equal to your barbarian level.
the corpse of a creature you damaged within 24 hours          Armor of Skin. You cut armor from the leather of
before its death.                                          demon wings, shape a cloak stitched from the skin of
  In addition, you add double your proficiency             distorted faces, or something else terrifying to behold.
bonus instead of your normal proficiency bo-                                            This is medium armor that
nus to ability checks using the Intimidation                                             weighs 20 pounds. While
skill while you are raging. Using Intimi-                                                wearing this armor, your
dation prevents your rage from ending                                                    Armor Class is 14 + your
early as if you had attacked.                                                            Dexterity modifier (max 2)
                                                                                        + your Constitution mod-
Spirit Interrogator                                                                   ifier. When you hit with a
                                                                                    weapon attack on your turn
Starting at 10th level, you have                                                   while raging, you may use your
advantage on ability checks made                                                  bonus action to force a creature
to gain information from celestials,                                             within 60 feet that can see or hear
elementals, fey, fiends, and undead.                                            you and that you can see to make
You can use Flesh Carver to cast                                                a Wisdom saving throw. The save
speak with dead on any corpse                                                   DC is 8 + your proficiency bonus
with a mouth, regardless of                                                     + your Strength modifier. On a
whether you damaged it.                                                          failed save, the creature is stunned
                                                                                   until the end of its next turn.
Armor of Rites                                                                         You can’t use this feature
At 14th level you                                                                           again until you finish a
craft a suit of                                                                                short or long rest.
armor of your                                                                                        Armor of Bones.
choice from the                                                                                      You craft armor
remains of the                                                                                         from the bones
celestials, fey,                                                                                          of those you
fiends, or undead                                                                                            kill, a skull
you have slain.                                                                                                mask and
You are considered                                                                                              the clat-
proficient in this armor.                                                                                        tering
Only you may gain the                                                                                            embrace
benefits provided by this                                                                                        of ribs.
armor. You may conduct a                                                                                       This is
1-hour ritual on the corpse of                                                                                heavy
a celestial, fey, fiend, or undead                                                                           armor that
of at least your size category to                                                                          weighs 40
make one of the following suits                                                                          pounds and
of armor. Performing the ritual                                                                       gives you disad-
destroys any other Armor of                                                                        vantage on Dexter-
Rites you created previously;                                                                   ity (Stealth) checks.
any such suit collapses into                                                                  You can rage while you
a moldering heap of dead                                                                  are wearing this armor.
flesh.                                                                                 While wearing this armor,
   Armor of Scars. You ritually scar yourself using the    your Armor Class is 17 + your Constitution modifier.
teeth and claws of your fallen enemies and lash the        When you take damage while wearing this armor while
teeth and claws together with sinew. This is light armor   raging, you can use your reaction to reduce the damage
that weighs 10 pounds. While wearing this armor, your      by your barbarian level before applying resistance. If
Armor Class is 11 + your Dexterity modifier + your         the attacker is within 5 feet of you when you use this
 Constitution modifier. When you hit with a weapon         reaction, you can also make a melee attack with disad-
       attack on your turn while you are raging, you       vantage against it as part of the same reaction.
                                                                                                                             18
                                                                                                 Subclasses
                        Fighter                                  Spell Slots. The Branded table shows how many
                                                              spell slots you have. The table also shows what the
                                                              level each of those slots is; all of your spell slots are
     The Apocalypse has twisted the traditional concept of    the same slot level. To cast one of your warlock spells
     a fighter into a melee specialist who has embraced the   of 1st level or higher, you must expend a spell slot.
     darkness in order to conquer it. These fighters have     You regain all expended spell slots when you finish a
     paid a high price in order to become the                 short or long rest.
     ultimate weapon against the fiends.                          Spells Known of 1st Level and Higher. You know
                                                                      two 1st-level warlock spells of your choice.
     The Branded (Martial                                                   The Spells Known column of the
                                                                              Branded table shows when you learn
     Archetype)                                                                  more warlock spells of 1st level or
     This accursed and corrupt-                                                     higher. A spell you choose must
     ed warrior is barely more                                                         be of a level no higher than
     mortal than fiend, branded                                                           what’s shown in the table’s
     with a searing runic scar                                                             Slot Level column for your
     that taints their flesh.                                                                level.
     With this brand, ac-                                                                         Additionally, when
     quired through torture                                                                     you gain a fighter level,
     and punishment, an                                                                          you can choose one
     Archfiend has marked                                                                        of the warlock spells
     them as quarry                                                                               you know and replace
     for other fiends.                                                                           it with another spell
     Bearers of the mark                                                                         from the warlock spell
     can tap into the                                                                           list, which also must be
     fiends’ own magic,                                                                         of a level for which you
     linked by this                                                                            have spell slots or lower.
     brand, to harness                                                                            Spellcasting Ability.
     fiendish spells                                                                           Charisma is your spell-
     and supernatural                                                                          casting ability for your
     powers. Mutated                                                                          warlock spells, since you
     and corrupted,                                                                          learn your spells through
     the Branded wield                                                                     pain and anguish. You use
     dark powers to                                                                       your Charisma whenever a
     lash out in anger                                                                   spell refers to your spellcast-
     and in pain as the                                                                ing ability. In addition, you
     instruments of                                                                   use your Charisma modifier
     vengeance.                                                                      when setting the saving throw
                                                                                      DC for a warlock spell you cast
     Branded                                                                           and when making an attack
     Beginning at 3rd                                                                   roll with a warlock spell you
     level, your brand                                                                   cast.
     manifests. You are                                                                     Spell DC = 8 + your
     marked, and fiends                                                                   proficiency bonus + your
     can sense your presence.                                                                Charisma modifier
     Fiends have advantage on                                                             Spell attack modifier =
     Wisdom (Perception) checks                                                           your proficiency bonus +
     to detect you. The brand allows                                                       your Charisma modifier
     you to cast a limited number of
     spells meant for fiends.                                                              Spellcasting Focus. The
        Cantrips. You learn two can-                                                    brand serves as a spellcasting
     trips of your choice from the warlock spell list. You                              focus for your warlock spells.
     learn an additional warlock cantrip of your choice at
     10th level.
19
       Subclasses
                                                                 feet. If you hit, you mark the creature.
Level    Cantrips Spells Known Spell Slots      Spell level      Whenever you take damage that does not
3rd         2           2          1                1            exceed your current hit point total, the creature
4th         2           2          1                1
                                                                 also takes half that damage. You gain advantage on
5th         2           3          2                1
                                                                 all attack rolls to hit the marked creature and the
6th         2           3          2                1
7th         2           4          2                2            marked creature has advantage on all attack rolls
8th         2           4          2                2            to hit you. The mark lasts until you or the marked
9th         2           5          2                2             creature drops to 0 hit points or falls unconscious.
10th        3           5          2                3             Once you successfully mark a creature, you must
11th        3           6          2                3             finish a short or long rest before marking another
12th        3           6          2                3             creature.
13th        3           7          2                3
14th
15th
            3
            3
                        7
                        8
                                   2
                                   3
                                                    3
                                                    4                                 Monk
16th        3           8          3                4
17th        3           9          3                4              In the absence of the old masters, presumably lost
18th        3           9          3                5               in the Apocalypse, monks are forced to stick to
19th        3          10          3                5               the fundamentals, what can be pieced together
20th        3          10          3                5              from texts, and what can be gleaned from lessons
                                                                  not yet mastered. This cobbled-together nature
                                                               leads to a more pragmatic approach to combat.
                                                              Monks of the Apocalypse most commonly follow the
Fiendish Insight                                              Way of the Open Hand or the Way of the Wastelands
Starting at 7th level, you have advantage on Wisdom           (see below). Practitioners of other styles often find it
and Intelligence ability checks involving fiends. You         difficult to preserve the old ways, though a rare hero
also learn Abyssal or Infernal (your choice). If you          might rise who has the perseverance and creativity to
already know both languages, you learn a different            master a style anew.
language of your choice.                                         Monks who survive the Apocalypse often find a
   Additionally, when you would roll a Wisdom                 surprising amount of peace and enlightenment from
(Survival) check to track fiends, you are considered          the devastated world, while others may seek out ways
proficient in Survival and if you roll a 14 or lower on       to contact departed masters in search of their wisdom.
the d20, you treat the result as a 15. When a fiend           Still others, ill-equipped to handle such a hostile
would track you with a Wisdom (Survival) check, it is         world, often retreat into solitude in hidden, remote
considered proficient in this roll and if it would roll a     places. Adventurers know, however, that the Underhell
14 or lower on the d20, it treats the result as a 15.         will not simply go away or ever make things easier on
                                                              them. It might not be wise to fight, but it would be
Searing Blows                                                 foolish not to try.
At 10th level, you can deftly mix spells and weapon
attacks. When you cast a cantrip, you can make a              Way of the Wastelands
single weapon attack as a bonus action.                       (Monastic Tradition)
   In addition, being within 5 feet of a hostile creature
doesn’t impose disadvantage on your ranged spell              The Way of Wastelands has only two rules: survive
attack rolls if you are wielding a melee weapon.              and thrive.
                                                                 The methodology of the Way of the Wastelands is as
Fiendish Speed                                                old as many other monastic orders, but largely forgot-
                                                              ten. In these times of desperation, however, more and
Starting at 15th level, when you use your Action
                                                              more monks turn to it out of necessity. Every lesson,
Surge and cast a spell in the same round, you can
                                                              meditation, chant, and word of wisdom from the
make a single melee weapon attack as a bonus action.
                                                              traditions and masters of the Way of the Wastelands
                                                              can fit within a few pages of a journal. Half the pages
Shared Mark                                                   will remain blank, and even most of the filled pages
At 18th level, you have learned to control the dark en-       are unnecessary. There are only two true mentors of
ergies inside you. As an action, you can make a weap-         the way: hardship and self-reflection. You must write
     on attack on a creature you can see within 60            your own path of wisdom and survival.
                                                                                                                         20
                                                                                               Subclasses
     Eagle’s Eye Training                                       Survivor’s Spirit
     At 3rd level, you gain proficiency with all ranged         Starting at 11th level, you can choose to use this
     martial weapons.                                           feature when you are reduced to 0 hit points. If you
        Additionally, you gain proficiency in Perception        do so, you do not fall unconscious. Instead, you gain
     and Survival. If you were already proficient in one or     1 level of exhaustion and fall prone. You cannot stand
     both of these skills, you gain proficiency in one of the   up from prone until you have 1 or more hit points.
     following skills for each of the skills you were already   You still make death saving throws as normal and
     proficient in: Acrobatics, Athletics, Insight, Medicine,   damage to you has the usual effect it does while you
     or Stealth. Instead of choosing one skill, you can         are at 0 hit points. If you used this effect and subse-
     choose to become proficient with the herbalism kit or      quently reduce a creature to 0 hit points while you are
     all land vehicles.                                         also at 0 hit points, or if you regain at least 1 hit point
                                                                when you were at 0 hit points, you regain hit points
     Reliable Talent                                            equal to 1d8 + your Wisdom modifier.
     Starting at 6th level, before making an attack roll, you      Once you use this feature, you can’t use it again
     can spend a ki point to make the attack reliable. If the   until you finish a short or long rest.
     attack roll has disadvantage, you negate the disadvan-
     tage. If the attack roll doesn’t have disadvantage, you    Rapid Recovery
     instead gain a +2 bonus on the roll. You can use this      Starting at 17th level, you can spend 3 ki points and
     feature multiple times a turn, but never more than         an action to target a creature you touch within 5 feet.
     once per attack.                                           The target regains hit points equal to half their hit
        Additionally, you can spend a ki point before           point maximum and the target’s level of exhaustion
     making a Strength or Dexterity ability check to gain       is reduced by one. You can’t target that creature with
     advantage on the check.                                    this feature again until you finish a long rest.
                                                                   When you reduce a creature to 0 hit points while
                                                                you are at 0 hit points, you can use this feature to
                                                                target yourself as a bonus action.
21
       Subclasses
                     Rogue                                damage it deals on a hit increases to 3d6 at
                                                          5th level, 4d6 at 11th level, and 5d6 at 17th
                                                          level.
Rogues forced to survive the tribulations of the Apoc-       Alchemist’s Fire. You create a vial of temporary
alypse learn to avoid confrontation. Many choose to       alchemist’s fire. The save DC is 8 + your proficiency
focus on the construction of traps and have quickly       bonus + your Intelligence modifier (minimum 10).
acquired a broad range of alchemical skills in order      The fire damage increases to 2d4 at 5th level, 3d4
to combat fiends and other hellish creatures. These       at 11th level, and 4d4 at 17th level. It congeals into
rogues can still disarm and create traps, but they        harmless crust after 8 hours.
specialize in the art of improvising alchemical devices      Antitoxin. You create a vial of temporary antitoxin.
and brewing potions. These monster hunters have the       It loses its potency after 8 hours.
advantage of fighting their foes from afar since they        Ball Bearings. You produce a handful of spherical
benefit from hiding in the shadows.                       crystals that functions as a set of ball bearings. They
                                                          crumble after 8 hours or after being walked on.
The Scrapper (Roguish                                        Caltrops. You grow a handful of sharp crystals that
                                                          functions as a set of caltrops. They crumble after 8
Archetype)                                                hours or after being walked on.
The scrapper is a monster hunter who utilizes alchem-        Elixir of Climbing. For 1 hour, the drinker gains a
ical traps and tricks to defeat even the most powerful    climbing speed equal to their walking speed and has
of foes. With no real magic to aid them, the scrapper     advantage on Strength (Athletics) checks to climb.
turns their skills toward the vials, herbs, and strange      Elixir of Healing. As an action, you may drink the
concoctions of the potion maker’s art. They are masters   elixir or administer it to a willing or unconscious crea-
of preparation and improvisation, able to create potent   ture within 5 feet. The elixir restores a number of hit
elixirs and devastating explosives from almost nothing.   points equal to 2d4 + your Intelligence modifier. This
                                                          healing is increased to 4d4 at 5th level, 8d4 at 11th
Quick Fingers                                             level, and 10d4 at 17th level. Elixirs lose their potency
Starting when you take this roguish archetype at          after 8 hours, becoming inert and useless.
3rd level, you can take the Use an Object action             Elixir of Striding and Swimming. For 1 hour,
(including using improvised gear) as a bonus action.      the drinker gains a swimming speed equal to their
You can also use tools or activate a common magic         walking speed and has advantage on Strength (Ath-
item as a bonus action if it would normally require       letics) checks to swim. The drinker can breathe air as
an action.                                                well as water. If the drinker already has a swimming
                                                          speed greater than their walking speed (or no walk-
Tool Improvisation                                        ing speed), they gain a walking speed equal to their
                                                          swimming speed.
Starting at 3rd level, you become proficient with al-
                                                             Whitefire. You produce a vial of whitefire. As an
chemist’s supplies. If you were already proficient with
                                                          action, you throw a vial of whitefire at a point you
alchemist’s supplies, you become proficient with any
                                                          can see within 40 feet, which erupts with searing fire
tool of your choice. When you make an ability check
                                                          in a 10-foot-radius sphere centered on the vial. The
using a tool you aren’t proficient with, you add half
                                                          sphere spreads around corners. Each creature in the
your proficiency bonus to the check.
                                                          area must make a Dexterity saving throw. The DC is
                                                          equal to 8 + your proficiency bonus + your Intel-
Improvised Gear                                           ligence modifier. A creature takes 2d6 fire damage
Starting at 3rd level, you gain the ability to spend 1    on a failed saving throw or half as much damage on
minute to use alchemist’s supplies to create a piece of   a successful one. This damage increases to 3d6 at
temporary adventuring gear from the following list        5th level, 4d6 at 11th level, and 5d6 at 17th level.
that aids you in combat. Once you use this feature a      Whitefire loses its potency after 8 hours, becoming
number of times equal to your rogue level, you can’t      inert and useless.
use it again until you finish a long rest.
  You always apply your proficiency bonus to attack       Alchemical Trap
rolls with adventuring gear, including acid and alche-
                                                          Starting at 9th level, you can make a trap out of a
mist’s fire.
                                                          flask of acid, alchemist’s fire, or whitefire. This trap
  Acid. You create a vial of temporary acid. It evap-
                                                          is sensitive to movement and lasts for 24 hours or
      orates into harmless gas after 8 hours. The acid
                                                          until triggered. You can place it as an action or bonus
                                                                                                                      22
                                                                                            Subclasses
     action. When triggered by a creature stepping on the
     concealed alchemical item, it exposes the creature                             Sorcerer
     to the item, using your attack roll or item save DC.
     Unless you purposefully made no attempt to hide the          Sorcerous power is one of the rare forms of magic
     trap (in which case detection is automatic), a creature      that has endured the Underhell invasion relatively un-
     can notice the trap before triggering it with a success-     scathed. While some sorcerers do seek out instructors
     ful Wisdom (Perception) or Intelligence (Investiga-          and teachers, many of them have no hesitations about
     tion) check. The DC is equal to 8 + your proficiency         developing their powers on their own. Indeed, some
     bonus + your Intelligence modifier. Once you place           might even say a sorcerer’s unorthodox magic thrives
     an alchemical trap, you can’t place another until you        under the attempted oppression of the Underhell,
     finish a long rest.                                          bestowing challenges to face and overcome through
                                                                  their raw arcane power. Even a farmer with the distant
     Alchemical Improvisation                                     blood of a dragon can become a threat when roused
     Beginning at 13th level, you have developed the              to anger.
     ability to improvise at a moment’s notice. You may
     use a bonus action to touch an elixir of healing you         Blood of the Lost (Sorcerous
     created, turning it into a vial of whitefire, though         Origin)
     the damage dice are reduced from d6 to d4 and the
     damage type becomes acid. You may instead touch              It is often the way of the multiverse that when a
     a vial of whitefire you created, turning it into an          blow is struck for great evil, it leaves potential for a
     elixir of healing, but any creature that drinks it must      new hope. Those with the blood of the Lost have a
     succeed on a DC 10 Constitution saving throw or              blood connection, no matter how distant or weak,
     become poisoned for 1 minute. At the end of each             to one of the great figures who was transformed
     of the poisoned creature’s turns, it can make a new          into a Doomgate or a vessel for an Archlord. For
     saving throw, ending the condition on itself on a            some, this connection manifests itself with sorcer-
     success.                                                     ous abilities. Those who step down this path bring
                                                                  out their connection to invoke the lost heroes and
     Magical Improvisation                                        draw out a resistance to the fiendish influence of
                                                                  the Underhell.
     Also at 13th level, you learn to improvise a potion
     with 10 minutes of effort using alchemist’s supplies.
     Once you use this feature, you can’t use it again until
                                                                  Scion of the Lost
     you finish a long rest. The potion loses its effectiveness   When you select this origin at 1st level, you choose
     after 8 hours.                                               a way to embody those who have been corrupted.
        Potion of Invisibility. For 1 hour, the drinker           You gain one feature from the list below suiting your
     becomes invisible. The invisibility ends when the            blood connection to a legendary figure.
     drinker attacks, casts a spell, or forces a creature to         Strange Sorcery. Your powers from the sorcerer
     make a saving throw.                                         class are unorthodox, derived from the magical tra-
        Potion of Resistance. When you brew this potion,          dition of a masterful cleric, druid, warlock, wizard or
     choose acid, cold, fire, force, lightning, necrotic, poi-    other spellcaster. Learn one cantrip and one 1st-level
     son, psychic, radiant, or thunder. The drinker gains         spell from a different spellcasting class’s spell list.
     resistance to the chosen type of damage for 1 hour.          Those spells are considered sorcerer spells for you
        Potion of Strength. For 1 hour, the drinker’s             and don’t count against your limit for sorcerer spells
     Strength score becomes 21, unless it was already 21 or       known. Whenever you choose to replace one of those
     higher. The granted Strength score increases to 23 at        spells upon gaining a sorcerer level, the replacement
     17th level.                                                  spell must be chosen from the same class’s list and
                                                                  must be of any spell level for which you can normally
     Masterwork Gear                                              learn sorcerer spells.
                                                                     Warrior’s Fervor. Your hit point maximum in-
     By 17th level you are a master of your craft. When
                                                                  creases by 1, plus an additional 1 whenever you gain
     you roll damage or healing for a piece of adventuring
                                                                  a sorcerer level. You gain proficiency with light armor
     gear, including an item you created, you can reroll any
                                                                  and with four martial weapons of your choice. You
     number of dice. You must use the new rolls.
                                                                  also gain proficiency in one of the following skills:
                                                                  Acrobatics, Animal Handling, Athletics, History,
                                                                  Insight, Intimidation, Perception, or Survival.
23
       Subclasses
   Wisdom of the Elders. You learn one language of       or the chosen tool, you can spend 1 sorcery
your choice and become proficient with one tool of       point to double your proficiency bonus for
your choice. You also gain proficiency in two of the     that check.
following skills: Arcana, Deception, History, Insight,
Intimidation, Investigation, Nature, Performance,        Resist Evil and Good
Persuasion, or Religion.                                 Also starting at 6th level, whenever you make a saving
                                                         throws triggered by aberrations, celestials, elementals,
Detect Fiends                                            fey, fiends, or undead, you can spend 1 sorcery point
Starting at 1st level, you can spend 1 sorcery                                         to make the saving throw
point to cast detect evil and good as an                                                 with advantage.
action without expending a spell slot.
You know whether each detected                                                              Master’s Order
creature, object, or place is a                                                               Starting at 14th
fiend or desecrated object                                                                    level, you can spend
or place. For Doomgates                                                                       2 sorcery points to
and archfiends, the range                                                                     cast the suggestion
is 6 miles; you learn the                                                                     spell as an action
distance and direction                                                                        without expending
to each Doomgate and                                                                          a spell slot. If a fiend
archfiend within 6 miles                                                                     of challenge rating 4
and whether each is a                                                                        or less fails its saving
Doomgate or an arch-                                                                        throw against this spell
fiend.                                                                                      three consecutive times,
                                                                                           you can choose to make
Heir of the Lost                                                                           that fiend your persistent
At 6th level, you gain                                                                     servitor. Your servitor
another feature suiting                                                                   is a fiend who will obey
the same legendary figure                                                                 any order you give it to
or hero you chose at 1st                                                                  the best of its ability. You
level.                                                                                    must spend 1 sorcery
   Strange Sorcery. You                                                                   point as a bonus action
learn two additional spells                                                               to order it in a dangerous
of 3rd level or lower from                                                               situation, such as combat,
your chosen class’s list.                                                                or it ignores that order,
Those spells are considered                                                              and it doesn’t follow
sorcerer spells for you. They                                                            obviously self-destructive
don’t count against your                                                                orders. (Neither situation
limited number of sorcerer                                                              frees the fiend, however.)
spells known. Whenever                                                                 Any previous fiend servitor
you choose to replace one of                                                           you had is freed when you
those spells upon gaining a                                                           trap a new one.
sorcerer level, the replacement                                                           A servitor is released if it
spell must be chosen from                                                            is reduced to 0 hit points,
the same class’s list and must                                                       if you attack it (but not if
be of any spell level for which                                                      you put it in harm’s way),
you can normally learn sorcerer                                                     or if you bind a new servitor
spells.                                                                             to you. A servitor is likely to
   Warrior’s Fervor. You can spend                                              plot to kill or enslave you, and a
1 sorcery point to make a weapon attack as a bonus       former servitor is very likely to become enraged at you
action.                                                  and either attack you immediately or flee to await a
   Wisdom of the Elders. You choose any two skills       more opportune moment.
you are proficient in or two tools you are proficient
     with or one skill and one tool. When you make
        an ability check using either the chosen skill
                                                                                                                         24
                                                                                             Subclasses
     Armor of the Underhell                                    Apocalyptic Mutation: Horns
     Starting at 18th level, you gain resistance to fire       Whether through surviving a fiend’s magic or as a
     and necrotic damage. You also gain proficiency in         result of being warped by the blasted landscape, a
     Intelligence and Wisdom saving throws. As an action,      crown of demonic horns sprouts from your head. You
     you can spend 2 sorcery points to gain immunity to        gain the following benefits.
     fire and necrotic damage and double your proficiency
     bonus to Intelligence, Wisdom, and Charisma saving         ✼ Your Charisma score increases by 1, to a maxi-
     throws for 1 minute.                                            mum of 20.
                                                                ✼ You are proficient with unarmed strikes.
25
       Feats
Banishing Strike                                              will, you have bound this shadow to your
                                                              service.
You have learned the weaknesses of fiends and other
                                                               ✼ You learn the bestow curse spell, which you can
extraplanar monsters through harrowing combat. You
                                                                  cast as a 3rd level spell without expending a spell
gain the following benefits.
                                                                  slot once per day. Choose Intelligence, Wisdom,
 ✼ Your weapon attacks score a critical hit against ce-          or Charisma to be your spellcasting ability for
    lestials, fey, fiends, or undead on a roll of 19 or 20.       this spell; the save DC is 8 + your proficiency
 ✼ When you score a critical hit on a creature not               bonus + your spellcasting ability modifier. Being
    native to the plane of existence you are currently            attuned to cursed magic items increases the power
    on and it is reduced to 50 or fewer hit points after          of your curse. If you are attuned to one cursed
    the attack deals damage, the creature must succeed            magic item when you use this benefit, you cast
    on a Charisma saving throw or be banished in a                the spell as a 5th-level spell. If you are attuned to
    flash of blinding white light to its home plane.              two cursed magic items, you cast the spell as if
    The creature does not automatically return, unless            using a 7th-level slot. If you are attuned to three
    it has some independent means to do so. The save              cursed magic items, you cast the spell as if using a
    DC is 8 + your proficiency bonus + the highest                9th-level slot.
    modifier among your Intelligence, Wisdom, and              ✼ Whenever you are hit by a nonmagical attack
    Charisma scores.                                              while wearing cursed armor you are attuned to,
                                                                  you can use your reaction to gain resistance to
Beacon of Hope                                                    bludgeoning, piercing, and slashing damage from
                                                                  nonmagical attacks until the start of your next
Prerequisite: Charisma 13 or higher                               turn.
The Apocalypse has brought out the best in you,
revealing you as a natural leader.                             ✼ If you are attuned to a cursed weapon, you gain
   You can spend 10 minutes encouraging up to ten                 a +1 bonus to attack and damage rolls you make
friendly creatures (including yourself ) within 60 feet           with the weapon.
of you who can see or hear you and who can under-
stand you. For the next hour, each affected creature          Defiant
has advantage on saving throws to avoid becoming
                                                              You never say die. You keep trying even when you
frightened or charmed or to end either condition. A
                                                              fail in front of an enemy, which can sometimes turn
creature can’t benefit from this feat again until it has
                                                              failure into success.
finished a short or long rest.
                                                                 Whenever you roll a 1 on an ability check, attack
                                                              roll, or saving throw in combat, you can roll the d20
Courage                                                       again. If the roll had advantage or disadvantage, you
You are courageous even in the face of otherworldly           can reroll only one die and it must be one that rolled
horror, and your courage inspires others.                     1. You must keep the new roll, even if it is a 1.
   You gain 2 courage dice, which are d4s. When you
or an ally misses on an attack roll, you may use your         Eyes of the Watcher
reaction and spend a courage die to add the amount
                                                              Permanently altered by a dream or vision, you
rolled to the attack roll, which can make the attack
                                                              manifest an uncanny ability to perceive otherworldly
hit. If the attack hits, also add the amount rolled to
                                                              forces. Your eyes change appearance, such as to solid
the damage dealt by the attack. You regain all expend-
                                                              black or tawny orange with cat like slits, granting you
ed courage dice when you finish a short or long rest.
                                                              the following benefits.
You can take this feat up to three times. The second
time you take it, both of your courage dice increase           ✼ Increase either your Intelligence or Wisdom score
from 1d4 to 1d8; the third time, they increase from               by 1, to a maximum of 20.
1d8 to 1d12.                                                   ✼ You can see invisible and ethereal celestials, ele-
                                                                  mentals, fey, fiends, and undead within 30 feet.
Curse Bearer                                                   ✼ You have advantage on ability checks and saving
                                                                  throws against visual illusions within 30 feet.
Perhaps you were born cursed, unlucky, spurned by
                                                                  When you first observe an illusion from within 30
 the gods: somehow, a shadow has always hung over
                                                                  feet, you instantly recognize it for what it is and
      you. Through magical practice or sheer force of
                                                                  become immune to its effects if its save DC or
                                                                                                                          26
                                                                                                         Feats
        ability check DC is less than or equal to 15 + your       or attacks a creature other than you, you can use
        modifier on Intelligence (Investigation) checks.          your reaction to make a melee weapon attack
     ✼ You perceive the original form of a celestial, ele-       against that creature.
       mental, fey, fiend, or undead within 30 feet that is    ✼ Whenever you make an Intelligence (Arcana,
       transformed by magic.                                      History, Nature, or Religion) check to recall infor-
                                                                  mation about fiends or other planes of existence,
                                                                  you add double your proficiency bonus to the
     Fiendish Tongue                                              check, even if you are not normally proficient in
     Prerequisite: Charisma 13 or higher                          that skill.
     You have spent time studying fiends and their cruel
     hierarchy. You know their words and their names and
     gain the following benefits.                              Fiend-Marked
      ✼ You learn to speak, read, and write both Abyssal      Prerequisite: Non-tiefling race
         and Infernal. If you already speak one or both of     Your ancestors had fiendish blood in their veins,
         these languages, choose other languages in                                                 whether through
         their place.                                                                                breeding or a
                                                                                                      dark pact. You
      ✼ You have advantage
                                                                                                      gain the follow-
         on Charisma
                                                                                                      ing benefits.
         checks to
         interact with                                                                                ✼ You have
         fiends.                                                                                         resistance to
                                                                                                         fire damage.
      ✼ You learn
         the command                                                                               ✼ You learn the
         spell, which                                                                                 thaumaturgy
         does not                                                                                     cantrip.
         count against                                                                         ✼ You learn the hellish
         your limit of                                                                           rebuke spell and can
         spells known. If                                                                        cast it once as a 1st-
         you cast it as a 1st                                                                    level spell without
         level spell to target                                                                   expending a spell
         a fiend, it does                                                                        slot. You regain the
         not expend a                                                                             use of this benefit
         spell slot. When                                                                          when you finish a
         you take this                                                                             long rest.
         feat, choose
         Intelligence,
         Wisdom, or
                                                                                                  Hellsmith
         Charisma as                                                                             You master the art
         your spellcasting                                                                     of forging fiend-slaying
         ability for casting the spell                                                       weapons, perhaps due to
         in this way (the save DC is 8 +                                                 the mentorship of a master or
         your proficiency bonus + your spellcast-                   the lost notes of someone who knew too much
         ing ability modifier). You can cast it this way a     and died first in the fiendish invasion. You gain the
         number of times equal to your Charisma modifier.      following benefits.
         You regain all expended uses when you finish a         ✼ You gain proficiency with one set of artisan’s tools.
         long rest.                                             ✼ You gain proficiency in the Arcana skill. If you
                                                                   already have it, you instead gain proficiency in
     Fiend Hunter                                                  any skill of your choice.
     You are trained in the art of slaying fiends, either by    ✼ When you finish a long rest, you can touch one
     a grizzled mentor or by harsh circumstance. You gain          nonmagical simple or martial weapon. Until you
     the following benefits.                                       next finish a long rest, the weapon becomes a
                                                                   magic weapon, granting its wielder a +1 bonus
      ✼ When a fiend within 5 feet of you casts a spell
                                                                   to attack rolls and damage rolls with it.
27
       Feats
   Once you use this benefit, you can’t use it again        ✼ Y
                                                               ou learn the magic circle spell, which
   until you finish a long rest.                              you can cast as a ritual. This feat does not
✼ You learn the mending cantrip.                             grant you the ability to cast it as a spell if you
                                                              normally cast spells.
Hellwalker
                                                            Winged Guardian
Your exposure to the magical hazards of a blasted,
hellfire-wreathed landscape has forced you to develop       Prerequisite: 12th level
supernatural resilience simply to survive. The ways of      Blessed by a deity or powerful extraplanar creature,
shadow and flame grant you the following benefits.          you can use an action to magically sprout wings for 1
                                                            minute. If you are good or neutral, these wings appear
 ✼ Increase your Constitution score by 1, to a maxi-
                                                            feathered; if you are evil, they appear bat-like. The
    mum of 20.
                                                            wings grant you a flying speed of 50 feet, though you
 ✼ Whenever you take fire damage, you can use your         cannot fly if you are exceeding your carrying capacity.
    reaction to gain resistance to fire. This resistance    You can’t use this feat again until you finish a long
    lasts until the start of your next turn.                rest.
 ✼ You learn the hellish rebuke spell and you can cast
    it once as a 1st-level spell without expending a
    spell slot. You regain the ability to cast it in this
    way when you finish a long rest.
Survivor
Scraping by in an apocalyptic world forces you to
develop endurance to survive the harsh environs. You
gain the following benefits:
 ✼ Increase your Constitution score by 1, to a maxi-
    mum of 20.
 ✼ Your hit point maximum increases by an amount
    equal to your level when you gain this feat. When-
    ever you gain a level thereafter, your hit point
    maximum increases by an additional 1 hit point.
 ✼ The amount of time you can go without food
    before suffering from hunger is doubled. You need
    only one gallon of water every two days instead of
    every day. It takes you only six hours to finish a
    long rest.
Warder
You learn ancient protective magics from studying
lost magic items or texts, granting you the following
benefits.
 ✼ You learn the detect magic spell and can cast it at
     will, without expending a spell slot.
                                                                                                                      28
                                                                                                       Feats
29
     Spells
Magic
This chapter presents magic for all character classes as well as a variety of magic items that feature the strange and
unique magic of the Underhell. It is a cruel and violent place, dedicated to magic that hurts and controls others,
and many of its associated spells and items reflect this trend. Notably, flesh and soulstuff are valuable commodi-
ties. Most of its spells employ parts of fiends or other creatures as components; the spells section includes simple
rules for harvesting fiend parts as spell components. Most fiendish items are at least partially alive, whether
created from hapless souls or formed from the fleshy matter of the Underhell itself.
   Some of the spells in this section come not from the fiends, but are, rather, intended to resist the Underhell.
The deities and patrons of clerics, druids, rangers, paladins, and warlocks might make their mortal servants aware
of these spells as soon as an invasion begins. In addition, bards, sorcerers, and wizards are likely to stumble upon
these spells in the course of researching fiends, talking to survivors, or studying corpses.
   Some of the items included here aren’t appropriate for player character use, but are instead GM tools. The
party should determine by mutual agreement whether the tools of pure evil are suitable and, if so, what conse-
quences might unfold from their use. It might be possible to trick intelligent magic items into fighting evil, or
using them might require becoming evil—determine what best suits the tone of game for the enjoyment of all.
Spells
Magic infuses the inherent framework of all the multiverse. It forms part of the physics of mythical worlds and
realms, even (especially) the Underhell and the worlds that the fiends invade.
  These spells give heroes and monsters magic appropriate to the Underhell invasion. Some of them aid in sur-
                                                                                                                         30
                                                                                                       Spells
     viving in this unique situation, while some represent        component, that component can be gathered from the
     divine measures taken against the very worst of fiends.      corpse of the fiend by making a successful Intelligence
     Still others are Underhell magic and the perverse            (Arcana) check as an action. Because fiend corpses rap-
     techniques used by evil.                                     idly degrade thanks to their spiritual nature, the attempt
        The GM determines what spells are available to the        must be made within 1 minute of the fiend’s death.
     players and how. It is recommended that spells that             The components entry also indicates how much
     don’t require fiend parts are freely available as tech-      you harvest. You only harvest as much as the highest
     niques players can know or develop based on their            listed ability check DC that you beat. If you fail to
     experiences; when a wizard gains a level by leveling         reach any of the listed DCs, you fail to harvest any
     up, for instance, they can select one of the listed spells   of the component, although you can try again if the
     without the necessity of seeing it cast or finding a         remains have not yet vanished. If you fail the lowest
     scroll. Depending on game tone and difficulty, fiend-        DC by 5 or more while trying to harvest parts, you
     ish spells might have more restrictions upon them,           take 1d6 psychic damage per point of the monster’s
     especially those spells that require components or           challenge rating (minimum 1d6) and you are exposed
     knowledge of fiends.                                         to the timeless blood curse (chapter 5). At the GM’s
                                                                  discretion, a player character can use an appropriate
                                                                  tool proficiency in place of Arcana for harvesting and
     Harvesting Fiend Parts                                       may choose to implement a set of tools specific to
     The nature of fiends is such that their essence can be       fiendish harvesting. These tools should cost approxi-
     turned against them. Rare occult spells were designed        mately 40 gp.
     by bending the essence of fiends to serve the caster.           Knowledge of spells that require fiendish compo-
     Given the distant, alien nature of the Underhell, it’s       nents might be rare or difficult to access. The GM
     possible many of these spells were designed originally       determines if the spells using these components are
     by servants of the Underhell and merely fell into the        freely available to player characters or can only be
     hands of mortals.                                            learned from special arcane tomes or by witnessing
       If a spell includes a harvest DC entry for a material      fiends using such magic. If the GM desires a
31
       Spells
more social game, the parts or knowledge of these             Paladin Spells
spells might tempt spellcasters into making pacts with
the Underhell.                                                1st Level
                                                                Incantation of Raaaee (evocation)
                                                                Sword of the spirit (evocation)
            Class Spell Lists                                 3rd Level
                                                                Angelic wrath (evocation)
The following spell lists show which spells can be cast         Saaamaaa ritual (abjuration; ritual)
by characters of each class. Each spell has its school of
                                                              4th Level
magic noted in parentheses. If a spell can be cast as a         Divine rescue (abjuration)
ritual, that tag is listed after the spell’s school. Spells
that require fiend parts are marked with an asterisk.
                                                              Ranger Spells
Bard Spells                                                   1st Level
                                                                Halo of spines* (abjuration)
1st Level
  Deadly bark* (evocation)                                    2nd Level
                                                                Effortless march (necromancy; ritual)
2nd Level                                                       Track creature (divination; ritual)
  Bottled dread (illusion; ritual)
  Track creature (divination; ritual)                         3rd Level
                                                                Bow of the spirit (conjuration)
3rd Level
  Blood chant* (enchantment)
  Imposter* (illusion)                                        Sorcerer Spells
                                                              Cantrips (0 Level)
Cleric Spells                                                   Fiendish investiture (transmutation)
                                                                                                                 32
                                                                                                        Spells
     Wizard Spells                                               before the spell ends, the target can roll a d6 and add
                                                                 the number rolled to the attack roll and the damage
     1st Level                                                   roll. If a target of this spell is also affected by bless or
       Deadly bark* (evocation)                                  a similar spell that adds a bonus die to attack and/
     2nd Level                                                   or damage rolls, roll all bonus dice available, but the
       Bottled dread (illusion; ritual)                          target adds only the highest of the numbers rolled to
       Track creature (divination; ritual)                       each attack roll.
     3rd Level                                                      Optional Component. You can use a skeletoy as a
       Imposter* (illusion)                                      material component, which the spell consumes (re-
       Saaamaaa ritual (abjuration; ritual)                      gardless of the spell slot level you used). If you do, the
                                                                 spell’s duration doesn’t require concentration.
     4th Level                                                      At Higher Levels. When you cast this spell using a
       Dark abyss (conjuration)                                  spell slot of 5th level or higher, it doesn’t consume the
       Maggot defenders* (conjuration)
                                                                 material component.
     5th Level
       Seeking hellfire* (evocation)                             Bottled Dread
                                                                 2nd-level illusion (ritual)
              Spell Descriptions                                 Casting Time: 1 action
                                                                 Range: Self (10-foot-radius)
     The spells are presented in alphabetical order.             Components: V, S, M (a bottle of vile materials
                                                                 worth 25 gp, which the spell consumes)
     Angelic Wrath                                               Duration: 10 minutes
     3rd-level evocation
                                                                 You charge a bottle with magical energies and hold
     Casting Time: 1 bonus action                                it forth. Each creature that starts its turn within a
     Range: Touch                                                10-foot-radius sphere centered on you or enters the
     Components: V, S, M (a celestial’s feather)                 area for the first time on a turn must make a Wisdom
     Duration: Concentration, up to 1 hour                       saving throw. On a failed save, the creature takes 1d6
                                                                 psychic damage, is frightened of you until the end of
     You touch a creature and bless it with divine power.        its next turn, and must use its reaction to move up
     The target’s weapons glint with celestial light when        to its speed away from you and out of the area by the
     brandished or swung. When the target of this spell          safest route available (if any).
     hits with a weapon attack, it deals an additional              Optional Component. If you harvest ichor from a
     1d4 radiant damage. If the attack hit an aberration,        cacodaemon or gadarene (worth 250 gp; harvest DC
     celestial, elemental, fey, fiend, or undead, that attack    10 for 1 dose, 15 for 2 doses, 20 for 3 doses, or 25 for
     instead deals an additional 1d6 radiant damage.             4 doses) and use it as the spell’s material component,
       At Higher Levels. When you cast this spell using a        the spell lasts until dispelled and the range increases
     spell slot of 6th level or higher, it deals an additional   to 30 feet. You can fling the bottle to a point you
     1d4 or 1d6 damage (as appropriate for the attack) for       can see within range, and the 10-foot-radius sphere
     every three slot levels above 3rd.                          emanates from that point instead of from you. If an
                                                                 affected creature can’t see you, it is instead frightened
     Blood Chant                                                 of the area’s center point.
     3rd-level enchantment
     Casting Time: 1 action                                      Bow of the Spirit
     Range: 60 feet                                              3rd-level conjuration
     Components: V, S, M (underfiend or hortator skull           Casting Time: 1 bonus action
     or philter brass head worth 100 gp, which the spell         Range: Self
     consumes; harvest DC 15 for 1, or for 2 from a              Components: V
     philter)                                                    Duration: 1 minute
     Duration: Concentration, up to 1 minute
                                                                 You summon to your hand a bow stylized in a man-
     You drive up to three targets of your choice within         ner befitting your inner spirit. This bow counts as a
     range to deadly bloodlust. Whenever a target attacks        magical longbow and you are proficient with it.
33
       Spells
 You have a +2 bonus to attack and damage rolls with        can see within range. On a hit, the target
it.                                                         takes 3d10 thunder damage. The target and
    Choose necrotic, psychic, or radiant when you cast      all creatures within 5 feet of the target must then
the spell. You can draw the bowstring without an            make a Strength saving throw or be knocked prone,
arrow as part of an attack with the bow to create an        suffering 1d6 bludgeoning damage from the impact.
arrow of shimmering light that deals the chosen dam-           At Higher Levels. When you cast this spell using a
age instead of piercing. When you release this weapon       spell slot of 2nd level or higher, the damage increases
or the spell ends, the bow vanishes.                        by 1d10 per slot level above 1st. If you use a spell
    At Higher Levels. When you cast this spell using a      slot of at least 3rd level, the spell doesn’t consume the
spell slot of 5th level or higher, the bonus increases to   material component.
+3.
                                                            Divine Rescue
Dark Abyss                                                  4th-level abjuration
4th-level conjuration                                       Casting Time: 1 reaction, which you take when you
Casting Time: 1 action                                       would die or be reduced to 0 hit points
Range: 60 feet                                              Range: Self
Components: V, S                                                                       Components: V
Duration: 1 round                                                                       Duration: Instantaneous
                                                                                                                         34
                                                                                                       Spells
     effects. This spell does not obviate the need for food     Halo of Spines
     or water, nor does it affect the requirements of a long    1st-level abjuration
     rest.
                                                                Casting Time: 1 action
     Fiendish Investiture                                       Range: Touch
                                                                Components: V, M (a crown of spines worth at least
     Transmutation cantrip
                                                                25 gp)
     Casting Time: 1 action                                     Duration: 1 minute
     Range: Self
     Components: S                                                           You place the crown upon the head of a
     Duration: 24 hours or until                                                  willing creature. For the duration of
     dispelled                                                                       the spell, the crown turns into an
                                                                                         intangible halo that floats above
     You manifest a minor                                                                   the target’s head. The halo
     sign that gives you                                                                     sheds dim light in a 5-foot
     a more intimidating                                                                      radius. Whenever the target
     appearance. When-                                                                        is dealt damage by another
     ever you cast this spell                                                                creature it can see, the target
     choose one of the                                                                       can use its reaction to inflict
     following effects:                                                                      1d4 piercing damage on
      ✼ You grow horns                                                                      the creature that dealt the
          of your own                                                                        damage. You can end the
          design, which                                                                       spell by using your action to
          cannot be cum-                                                                      dismiss it while you can see
          bersome. You are                                                                     the target. The target can
          proficient with                                                                      also end the spell by using
          unarmed strikes                                                                       its action to grab the halo
          with your horns                                                                        from above its head.
          and they deal 1d4                                                                          Optional Component.
          + your Strength                                                                          If you harvest a ring of
          modifier piercing                                                                         spikes from a cacodae-
          damage.                                                                                    mon (worth 250 gp;
      ✼ You manifest                                                                                 harvest DC 10 for 1,
          an arcane mark                                                                              15 for 2, 20 for 3),
          upon your body.                                                                              use it as the spell’s
          If the mark is on                                                                            material component,
          exposed skin, you                                                                            and allow the spell
          can use it as an                                                                             to consume it, you
          arcane focus.                                                                               can choose cold, fire,
                                                                                                     or lightning when you
      ✼ Your legs shift into                                                                       cast the spell. The spell
          a goat-like shape with                                                                 deals damage of that type
          hooves. You are profi-                                                             instead of piercing.
          cient with unarmed strikes                                                    At Higher Levels. When you
          with your hooves and they deal 1d4                    cast this spell using a spell slot of 2nd level or higher,
          + your Strength modifier bludgeoning damage.          the damage increases by 1d4 for every slot level above
      ✼ Your eyes shift to either become slitted cat-like      1st.
          eyes or colored orbs with no visible irises or
          pupils. As an action, you can cause them to glow      Imposter
          with dim light in a 5-foot-radius that is clearly     3rd-level illusion
          visible to others.
        If you cast this spell again, you dispel the previous   Casting Time: 1 action
     effect.                                                    Range: Touch
                                                                Components: V, S, M (tooth or hand from a skin-
                                                                cloak underfiend, shrieking cacodaemon, or
35
       Spells
mandrake worth 100 gp; harvest DC 10 for 1, 15 for          Range: 30 feet
2, 15 for 3, or 20 for 4)                                   Components: S, M (eye of a magdalene worth
Duration: 8 hours                                           1,000 gp; harvest DC 15 for 1, DC 20 for 2, DC
                                                            30 for 3)
You tie the material component to a willing creature        Duration: Concentration, up to 1 hour
in order to magically alter its appearance until the
duration ends. You also change the target’s magical         You cut off fragments of your soul, which take the
auras and voice, as well as the appearance of any worn      form of three void maggots that appear in unoccupied
or carried objects. The new appearance need not             spaces within range. Roll initiative for the maggots as
resemble the old one in any way beyond occupying            a group, which has its own turns. These creatures use
the same space (for instance, you can make a Small          the broken maggot’s statistics (chapter 6), except they
creature resemble a Medium creature, but you cannot         are celestials if you are good and aberrations if you
make a Medium creature resemble a Large creature).          are neutral. You can mentally command the maggots
You can invent any appearance that generally resem-         (requiring no action from you), and they follow your
bles a kind of creature with worn and carried objects       orders to the best of their ability. Whenever you take
you have seen before, or you can match the appear-          damage from a spell or attack, if one or more maggots
ance of a specific creature, tailoring the apparel and      are within 30 feet, one uses its reaction to magical-
other objects to what you saw that creature wearing         ly give you resistance to the damage; if it does, the
and carrying . To choose a specific creature’s appear-      maggot takes the same amount of damage. Multiple
ance, you must either allow the spell to consume the        maggots can’t share the same damage. If the maggot is
material component or you must have an object that          reduced to 0 hit points or the spell ends, it vanishes.
creature owns or part of that creature’s body.                 When you cast this spell, you can choose for it to
   The illusory changes do not hold up to tactile           consume the material component. If you do, you
inspection and might be made obvious if the target          create one additional maggot.
takes an action physically incongruous with its ap-            Optional Component. You can use a skeletoy as a
pearance (such as reaching through a cloak or moving        material component, which the spell consumes. If you
a limb no one else sees. A creature paying close            do, you create an additional maggot.
attention to the target can deduce it is disguised with        At Higher Levels. When you cast this spell using a
a successful Intelligence (Investigation) check against     spell slot of 5th level or higher, you create an addi-
your spell save DC as an action. When this spell ends,      tional maggot for every slot level above 4th. If you
the target suffers one level of exhaustion. You can end     use a spell slot of 5th level or higher, the spell requires
the spell early as a bonus action.                          no material component, though you can still use one
                                                            and allow the spell to consume it in order to create an
Incantation of Raaaee                                       additional maggot.
1st-level evocation
                                                            Purify Grounds
Casting Time: 1 action
Range: 30 feet                                              5th-level abjuration
Components: V                                               Casting Time: 24 hours
Duration: 1 round                                           Range: Touch
                                                            Components: V, S, M (herbs, oils, and incense worth
You grant an ally you can see within range advantage        500 gp, which the spell consumes)
on their next weapon attack against a creature also         Duration: Instantaneous
within range. The weapon becomes magic during that
attack. If that weapon attack hits, it deals an addition-   You touch a point and purify the terrain within a
al 1d8 force damage.                                        120-foot-radius circle centered on that point. You
   At Higher Levels. When you cast this spell using a       disrupt the influence of other planes of existence upon
spell slot of 3rd level or higher, the ally can apply the   these grounds, restoring the area and dispelling all
benefits of this spell to another attack before the spell   spells in the area that have opened portals to other
ends for every two slot levels above 1st.                   planes of existence. This does not close portals fixed
                                                            by a magic item such as a Doomgate or a natural vor-
Maggot Defenders                                            tex. You become aware of the three nearest hazards or
4th-level conjuration                                       spells that are disruptive to nature (as determined by
                                                            the GM for your campaign) within the area. For each
      Casting Time: 1 action
                                                            one, you make an ability check using your spellcasting
                                                                                                                          36
                                                                                                        Spells
     ability, causing that hazard to vanish on a success. The      Seeking Hellfire
     DC equals 10 + level for a spell, or 15 for a hazard.         5th-level evocation
        At Higher Levels. When you cast this spell using
     a spell slot of 6th level or higher, you automatically        Casting Time: 1 action
     succeed on the ability checks and affect a larger area.       Range: 1 mile
     If you cast this spell using a 6th-level spell slot, the      Components: V, S, M (a hell hound alpha’s spleen
     area’s radius is 300 feet. If you cast this spell using a     worth 1,000 gp, which the spell consumes unless you
     7th-level spell slot, the area’s radius is 500 feet. If you   used a spell slot of at least 7th level. Harvested by:
     cast this spell using an 8th-level spell slot, the area’s     DC 15 for 1; DC 20 for 2; DC 30 for 3.)
     radius is 1 mile. If you cast this spell using a 9th-level    Duration: Instantaneous
     spell slot, you dispel all spells and hazards in the area
     disruptive to nature.                                         Choose a creature that you have seen at least once; the
                                                                   creature must have been visible and within 30 feet at
     Ritual, Blood                                                       the time, but you do not have to see the creature
                                                                                  when you cast the spell. If there is an un-
     3rd-level abjuration (ritual)
                                                                                        obstructed path to the creature and
     Casting Time: 1 action                                                                  it is within range, you throw
     Range: Self                                                                                  an ember that travels to the
     (10-foot-radius                                                                                 target in the most direct
     sphere)                                                                                            path, which can pass
     Components:                                                                                         through gaps up to 1
     V, S, M (silver                                                                                       inch wide but not
     dust worth                                                                                             through the spaces
     100 gp, which                                                                                           of creatures. The
     the spell                                                                                                ember moves at
     consumes)                                                                                                 a speed of 120 ft
     Duration:                                                                                                 and cannot be
     Concentra-                                                                                                attacked. Upon
     tion, up to 1                                                                                             reaching the
     hour                                                                                                      target, the ember
                                                                                                              creates an ex-
     You create a                                                                                            plosion centered
     10-foot-radi-                                                                                          upon the target.
     us sphere that                                                                                        The target must
     weakens the                                                                                          make a Dexterity
     magical protec-                                                                                    saving throw. It takes
     tions of celestials,                                                                             4d6 fire damage and
     elementals, fey,                                                                                4d6 necrotic damage on a
     fiends, and undead.                                                                           failed saving throw, or half
     Until the duration                                                                           as much damage on a suc-
     ends, the sphere moves                                                                      cessful one. Other creatures
     with you and is centered                                                                    within 20 feet of the center
     on you. Each creature of                                                                   of the target’s space must
     those types in the area when                                                               also make a Dexterity saving
     you cast the spell or that enters                                                          throw. Each creature takes
     the area must make a Charisma                                                             4d6 fire damage on a failed
     saving throw. On a failed save,                                                           save, or half as much damage
     the creature’s Magic Resistance trait                         on a successful one.
     doesn’t function until it leaves the area or the duration        At Higher Levels. When you cast this spell using
     ends and attacks that deal bludgeoning, piercing, or          a spell slot of 6th level or higher, the fire damage to
     slashing damage to it count as magical for the purpose        all targets increases by 1d6 per slot level above 5th.
     of damage resistance and immunity until it leaves the         If you use a spell slot of 7th level or higher, you can
     area or the duration ends.                                    choose either for the spell to not consume the materi-
                                                                   al component or to increase the range to 5 miles
                                                                   per slot level above 6th. If you use a spell slot
37
       Spells
of 8th level or higher, the spell requires no material       At Higher Levels. When you cast this
component, but if you do provide the component,            spell using a spell slot of 2nd level or higher,
creatures other than the target caught in the blast also   the sword has the thrown (20/60 feet) property
take 4d6 necrotic damage.                                  and returns to your hand after dealing damage when
                                                           thrown. When you cast this spell using a spell slot of
Sun Sphere                                                 3rd level or higher, the sword’s damage increases by
5th-level evocation                                        1d8 for every two slot levels above 1st.
Casting Time: 1 action
                                                           Track Creature
Range: 150 feet
Components: V, S                                           2nd-level divination (ritual)
Duration: Concentration, up to 1 minute                    Casting Time: 1 action
                                                           Range: 90 feet
A 10-foot-radius sphere of intangible light that blazes    Components: S
like the sun appears centered on any point you can see     Duration: 1 hour
within range. It lasts for the duration.
   The center of the sphere sheds bright light in a        You choose a creature you can see within range. For
60-foot radius and dim light for an additional 60 feet.    the duration, you can use a bonus action to know how
This light is sunlight. The area inside the sphere is      far that creature is from you and in what direction
heavily obscured by the extraordinarily bright light.      until the start of your next turn. While you know
   Each creature that enters the sphere for the first      its location, it can’t hide from you, you don’t have
time on a turn (including when you cast the spell or       disadvantage on attack rolls against the target for
move the sphere through its space) or that ends its        being unable to see it, and it likewise does not gain
turn there must make a Constitution saving throw.          advantage on attack rolls to hit you as a result of being
On a failed saving throw, it takes 2d6 fire damage         unseen by you. While the target is on to another plane
and 2d6 radiant damage and is blinded for the              of existence, this spell can tell you only which plane it
duration. On a successful saving throw, it takes half      is on.
as much damage. At the end of each blinded crea-              At Higher Levels. When you cast this spell using
ture’s turn, it makes a new saving throw, ending the       a spell slot of 3rd level or higher, the duration is 8
blinded condition on itself on a success. No creature      hours.
can be affected by the sphere in this way more than
once a turn.
   As an action, you can move the sphere up to 30 feet
in any direction that does not cause its center to pass    Magic Items
through a solid object.                                    Heroes find deadly items in the midst of an apoca-
   At Higher Levels. When you cast this spell using        lypse, many which are best left forgotten. Most of
a spell slot of 6th level or higher, the fire damage and   these devices are cursed and truly evil items from the
radiant damage each increases by 1d6 per slot level        Underhell, intended for fiends to use and thankfully
above 5th.                                                 all but impossible for mortals to make. Some items,
                                                           however, do prove useful against fiendish invaders.
Sword of the Spirit                                        As always, the GM decides if any particular item is
1st-level evocation                                        available to be crafted or purchased. The Single-Use
                                                           Magic Items and Permanent Magic Items tables list
Casting Time: 1 bonus action
                                                           these magic items by rarity.
Range: Self
Components: V
Duration: 1 minute                                         Magic Items
You draw forth a shining sword stylized in a manner        Common
                                                             Scrapper’s jar
befitting your inner spirit. You choose one kind of
                                                             Skelebrain (cantrip)
sword and one type from necrotic, psychic, or radiant
                                                             Skelenquin
damage when you cast this spell. The sword is the
chosen kind of sword and deals the chosen type of          Uncommon
 damage instead of its usual type. The sword disap-          Fiend’s breath
       pears when you release it or the duration ends.       Fiendish blood shard
                                                             Fleshbound tome (gryllus-flesh)
                                                                                                                       38
                                                                                                     Spells
       Girdle of truth                                            Constitution saving throw against the ring’s magical
       Imp’s fingerbone                                           disease. On a failed saving throw, you also gain 1 level
       Sacred vial                                                of exhaustion as the rot spreads further.
       Seed of the old forest                                        Rotting Touch. While you are cursed by the ring,
       Skelebrain (1st or 2nd level)                              you may expend 1 charge from the ring to cast conta-
       Skelemirror                                                gion (save DC 17).
     Rare
       Fanged skulls                                              Banishing Bell
       Fiendish gauntlets                                         Wondrous item, very rare
       Fleshbound tome (underfiend-flesh)
       Helmet of salvation                                        This small silver bell has 3 charges. As an action, you
       Infernal shackles                                          can ring the bell and expend 1 charge to banish evil
       Lash of hunger                                             so long as the bell’s note hangs in the air. Each crea-
       Plague tower                                               ture within 90 feet native to a plane of existence other
       Ritual dagger                                              than the one you’re on must make a DC 15 Charisma
       Shattering weapon                                          saving throw if it can hear the bell. If the creature
       Skelebrain (3rd or 4th level)                              fails, it is banished, returning to its home plane. At
       Skelemaul                                                  the start of each banished creature’s turn, it makes
     Very Rare                                                    another saving throw to shake the last echoes from its
       Band of the leper                                          mind; on a success, it returns to the plane from which
       Banishing bell                                             it was banished. Each creature that returns in this way
       Empyrean blade                                             reappears in the space it left or in the nearest unoccu-
       Eye of the ice wizard                                      pied space if that space is occupied after 1 minute it if
       Fleshbound tome (cacodemon-flesh)                          it has not succeeded on its saving throw yet. A dispel
       Skelebow                                                   magic spell cast on the banished creature or the spot it
       Skelebrain (5th level)                                     departed from causes the creature to return immedi-
       Skelemallet                                                ately. When a creature succeeds on its saving throw
       Skeletongs                                                 against the bell or it returns from being banished by
     Legendary                                                    the bell, it is immune to the effects of the bell until
       Crown of the Underhell                                     the next dawn.
       Skelesphere                                                   The bell regains 1d4 – 1 charges each day at dawn.
39
       Magic Items
Empyrean Blade                                             Fiendish Gauntlets
Weapon (any sword), very rare                              Wondrous item, rare (requires attunement)
Few of these blades remain. They are rumored to have       These ancient clawed gauntlets were originally armor
been left on mortal worlds, the weapons of celestial       for a fiend. The bones and sinew that wrap around
soldiers from some antediluvian war. You get a +1          them sometimes whisper and laugh when you kill a
bonus on attack and damage rolls with this magic           creature while wearing them. While wearing them,
sword. In addition, on a hit with the sword, you deal      you get a +1 bonus to AC. The gauntlets do not
an additional 1d6 radiant damage.                          prevent you from using items or providing somatic
  Final Invocation. As an action, you may speak the        components.
sword’s command word, causing the blade to shatter           Claws. The gauntlets turn unarmed strikes with
and casting banishment (6th-level version, save DC 17).    your hands into magic weapons that deal slashing
                                                                          damage, with a +1 bonus to attack rolls
Eye of the Ice Wizard                                                         and damage rolls and a damage die
Wondrous item, very rare (requires attunement)                                     of 1d8.
                                                                                        Curse. Once you attune
This eye gleams with magical flame within its
                                                                                       to these gauntlets, they
small preservative bottle. While you carry it, you
                                                                                        can’t be removed unless
have resistance to cold damage. While you
                                                                                           they are targeted by
hold it in hand, you can use it to cast
                                                                                                  the remove curse
freezing sphere (save DC 17). Once you
                                                                                                     spell or similar
use the eye to cast this spell, you
                                                                                                       magic. While
cannot do so again until the next
                                                                                                        wearing
dawn.
                                                                                                        this item,
                                                                                                        you have
Fanged Skulls                                                                                          disadvan-
Wondrous item, rare (re-                                                                            tage on attack
quires attunement)
                                                                                rolls against fiends and on saving
This grotesque device is                                                        throws against fiends’s effects.
an unnatural amalgam:
the calcified skulls of                                                         Fiend’s Breath
two dogs seem fused at                                                        Potion, uncommon
the neck, their jawbones
frozen open in an eternal                                                       This round bottle contains swirling
snarl. While attuned to the                                                   black smoke. Smashing the bottle re-
skulls, you can speak,                                                       leases the billowing sulfurous smoke as
read, and understand                                                       if fog cloud had been cast at its location
Abyssal and Infernal.                                                   (no concentration required). A non-fiend
   Additionally, you may                                           creature in the mist must succeed on a DC 13
use the fanged skulls to cast                              Wisdom saving throw or suffer the effects of bane un-
the find familiar spell. The familiar                      til the start of its next turn. You can throw the bottle
summoned this way is always a death dog.                   at any point on a solid surface you can see within 60
If your attunement to the skull breaks, the death dog      feet with. The mist fills a 20-foot-radius sphere and
vanishes. When the skulls are used to cast this spell,     lasts for 10 minutes.
they can’t be used again to do so until the next dawn.
                                                           Fleshbound tome
Fiendish Blood Shard                                       Wondrous item, rarity by book (requires attunement)
Wondrous item, uncommon (requires attunement by a          While attuned to this book, you can cast spells written
sorcerer)                                                  in it that have the ritual tag, but only as rituals. Spells
This deep red splinter of petrified blood is unpleasant-   cast from the book have a spell attack bonus, spell
ly hot to the touch. When you finish a short rest while    save DC, and maximum spell level depending on the
carrying this item, you may regain 1d4 + 1 expended        book’s rarity.
 sorcery points. Once used, the shard can’t be used          If you come across a written spell you may be able
      again until the next dawn.                           to add it to your tome. The spell’s level can be no
                                                           higher than half your level and it must have the ritual
                                                                                                                         40
                                                                                            Magic Items
     tag. The process of copying the spell into your ritual       Imp’s Fingerbone
     book takes 2 hours per level of the spell, and costs 50      Wondrous item, uncommon
     gp per level. Anyone who knows a spell can also scribe
     that spell into the book at the same cost.                   This small key, carved from a fiend’s bone, counts
        Gryllus-Flesh (Uncommon). You can only use this           as thieves’ tools and grants advantage on Dexterity
     book to cast spells of 1st level or lower as a ritual. The   checks using it to pick locks. You have advantage on
     spell attack bonus is +5 and the spell save DC is 13.        Dexterity (Sleight of Hand) checks to conceal the key.
     When found, this book typically holds two 1st-level
     spells with the ritual tag of the GM’s choice.               Infernal Shackles
        Underfiend-Flesh (Rare). You can only use this            Wondrous item, rare
     book to cast a spell of 3rd level or lower as a ritual.      As a bonus action while you hold them in hand,
     The spell attack bonus is +7 and the spell save DC is        you can command these molten-red chains to bind
     15. When found, this book typically holds four spells        a creature you can see within 120 feet. They fly to
     of 3rd level or lower with the ritual tag of the                                                           the target,
     GM’s choice.                                                                                               who must
        Cacodaemon-Flesh (Very Rare). You can                                                                   succeed on
     use this book to cast any level of spell as a                                                             a DC 15
     ritual. The spell attack bonus is +9 and                                                                  Dexterity
     the spell save DC is 17. When found,                                                                      saving throw
     this book typically holds six spells                                                                    or be bound
     with the ritual tag of the GM’s                                                                       and briefly feel
     choice, at least two of 4th level                                                                   illusory pain as
     or higher.                                                                                        if from hellfire.
                                                                                                      This pain deals 2d6
     Girdle of Truth                                                                                psychic damage to the
     Wondrous item, uncom-                                                                         target unless it succeeds
     mon                                                                                         on a DC 15 Intelligence
     This slimming                                                                             saving throw. The shackles
     sash depicts                                                                            can hold even a formless
     scenes of true                                                                       creature. While bound by
     friendship                                                                          these molten chains, a creature
     honored                                                                            can’t teleport or use magical
     by selfless                                                                       portals, such as those created by
     sacrifice.                                                                     the gate spell. The bound creature’s
     When you                                                                      movement speeds are each reduced
     use the                                                                      by half and it has disadvantage on all
     Help action to give                                                       attack rolls. Once chained, the target
     an ally advantage on a d20 roll while                                   can pull free as an action by succeeding on
     you wear the sash, the ally you help adds half your                   a DC 15 Strength (Athletics) or Dexterity
     proficiency bonus to the d20 roll. If you help on an                (Acrobatics) check, dropping the shackles.
     attack roll and the attack hits, it deals an additional      Once used, the shackles can’t be activated again until
     1d8 damage of the same type.                                 the next dawn.
41
       Magic Items
Ritual Dagger                                              Scrapper’s Jar
Weapon (dagger), rare                                      Wondrous item, common
This wickedly curved blade is set with black sapphires.    This alchemical jar is made of inert glass and has 4
You get a +1 bonus on attack rolls and damage rolls        charges. It can purify food and drink placed inside.
with this magic weapon.                                    As an action, you can spend 1 charge to purify either
   Reviving Plunge. You can plunge the dagger into         5 pounds of food or 1 gallon of drink inside, making
the heart of an unconscious creature at 0 hit points       it safe for consumption and removing any disease or
within 5 feet as an action; this causes no damage, but     poison. This is generally enough to sustain one Medi-
instead awakens the creature, who gains temporary hit      um creature for 1 day.
points equal to half its hit point maximum. The pain          The jar regains 1d4 charges each day at dawn.
of the dagger in the creature’s heart gives the creature
disadvantage on attack rolls and ability checks. If the    Shattering Weapon
creature is reduced to 0 hit points again while the        Magic weapon (any that deals bludgeoning damage),
dagger remains in its heart, it immediately suffers a      rare (requires attunement)
death saving throw failure. If the dagger is removed       This magic weapon deals an additional 1d6 force
(an action), the creature loses all its temporary hit      damage on a hit, or an additional 6 force damage to a
points. The dagger can’t grant temporary hit points        nonmagical object.
again until the next dawn.                                    Shatter Surface. In addition to its properties
   Interrogating Plunge. The dagger can also be            as a magic weapon, you can swing the weapon as
thrust into the heart of a corpse as an action. While      an action at any surface, including a wall of force
the dagger is in the corpse, the corpse is animated        effect, and obliterate it as though you had struck it
as if by the speak with dead spell until the dagger is     with the disintegrate spell. If you strike the ground,
removed or it remains embedded for 10 minutes.             you create a cube-shaped pit 10 feet on a side cen-
                                                           tered on a point within your reach. Each creature
Seed of the Old Forest                                     on the surface where the pit appears must make a
Wondrous item, uncommon                                    DC 15 Dexterity saving throw. On a failed save,
This preserved seed is a relic of an ancient elvish        the creature falls in (generally taking 1d6 bludgeon-
tree from before the world fell, meant as a way to         ing damage from the fall); on a successful save, the
revive the land. When you plant it as an action, the       creature can use a reaction to move up to its speed
seed grows a sapling after 1 round. 8 hours later, the     to a location off the pit before it appears. The pit’s
sapling bears 8d8 goodberries as the spell goodberry.      edges are rough and easy to climb, requiring only
Once the berries have been picked or after they lose       a DC 10 Strength (Athletics) check. The Shatter
their potency, if a Doomgate remains open in the           Surface function can’t be used again until the next
same mortal world, the tree withers and dies un-           dawn.
less strengthened by a spell such as plant growth or
awaken. When the tree dies, roll a d20. On a 20, the       Skeletoys
withering sapling leaves behind another seed of the old
forest which can be planted again.                         Skeletoys are objects that Underhell fiends use as their
                                                           monstrous tools. Most of them are made up primarily
Sacred Vial                                                of spinal columns and skulls, but other configurations
Potion, uncommon                                           also occur. Generally, mortals can’t use one of these
                                                           items effectively unless they trick the skeletoy into
This glimmering crystal vial contains holy water. The      believing they are fiends or acting under the direct or-
vial magically refills itself each dawn.                   ders of fiends; in such a case, the item will not oppose
   As an action, you can throw the full vial at a solid    them until it realizes the truth. All skeletoys obey any
surface within 60 feet, shattering it and creating a       fiend who commands them, or a minion acting on
fleeting pearlescent mist that forces all undead and       that fiend’s behalf. In case of conflicting commands,
fiends in a 20-foot-radius sphere centered on the vial     the skeletoy obeys the highest-ranking individual to
to make a DC 15 Constitution saving throw. On              give a command. All skeletoys have the same special
a failed save, a creature takes 4d6 radiant damage.        purpose: to further the fiendish invasion and protect
On a successful save, the creature takes half as much      all Archlords.
damage.
                                                                                                                      42
                                                                                           Magic Items
     Plague Tower                                              The cloud is a 60-foot-radius sphere that moves 20
     Wondrous item (skeletoy), rare                            feet in the direction of the wind on initiative count
                                                               20 each round. The cloud vanishes when exposed to
     This tower of diseased bone and pustule-ridden            a strong wind or when it moves farther than 1 mile
     flesh stands 60 to 100 feet tall. It can slowly walk,     from the plague tower. You can change the disease
     ignoring difficult terrain due to its size. To control    the tower will produce by touching the plague tower
     the plague tower, you must touch it and speak a           while speaking the command word for the new
     command word. Until another creature speaks the           disease; this does not change any existing clouds of
     command word, you control it like a mount or com-         contagion.
     mand it if it can understand you (no action). The            Sign of Suffering. Five or more plague towers can be
     plague tower has a walking speed of 20 feet. Due          placed at key points in a gigantic pattern that impairs
     to its Strength score of 20, it can carry up to 2,400     healing magic across a large region centered on the
     pounds without slowing. A creature riding atop it         midpoint between the towers. The area is 1 mile in
     can use it as a mount, using the plague tower’s speed     radius per tower in the pattern. In the area, each spell
     instead of its own. The plague tower has three 10 ft.     that would remove conditions or make a creature
     square platforms 20, 40, and 60 feet off the ground       regain hit points is wasted (making the action useless
     with ladders leading up to each. Each platform can        but not expending the spell slot) unless the caster
     accommodate one Large creature or four Medium or          succeeds on a check using their spellcasting ability.
     Small creatures.                                          The save DC equals 10 + the spell’s level. A creature
        The plague tower is a Gargantuan object with           that fails this check automatically fails on subsequent
     Armor Class 15, 200 hit points, and immunity to           attempts to cast that spell in the affected area for 8
     poison damage.                                            hours.
        Cloud of Contagion. At initiative count 20 each           Sentience. The plague tower is a sentient neutral
     round (losing all ties except to lair actions), roll a    evil wondrous item with an Intelligence of 8, a
     d10. On a 1, the tower spews a cloud that exposes         Wisdom of 12, and a Charisma of 11. It has hearing
     creatures within to one disease from the following        and darkvision 120 ft.
     list: cackle fever, gasp of fire (page 123), sight rot.
43
       Magic Items
   The plague tower can communicate through                hurts. A creature that amuses the skelebow
emotional impulses with any creature touching it           with a cruel prank or unnecessary injury to a
and can speak, read, and understand Abyssal and            non-fiend can use the bow without conflict for 1
Infernal.                                                  hour or until it takes an action obviously opposing the
   If the plague tower opposes you when you command        skeletoy’s primary objective.
it to move you, it moves with intentional clumsiness,
forcing any creature atop it to succeed on a DC 17         Skelebrain
Dexterity saving throw or fall off, landing prone at a     Wondrous item (skeletoy), rarity varies
point adjacent to the plague tower at any point during
                                                           The skelebrain is a large skull containing a dried brain
its movement.
                                                           that has 3 charges. It is most often used by powerful
   Personality. A plague tower is stupid and servile.
                                                           grylluses. The skelebrain contains the knowledge of
A creature that the plague tower can understand can
                                                           a single spell of up to 5th level. You can use your
trick the plague tower into serving it without conflict
                                                           action and expend 1 charge to cast the spell from
until the next dawn with a successful DC 15 Charis-
                                                           the skelebrain. The level of the spell in the skelebrain
ma (Deception) or Intelligence (Arcana) check as an
                                                           determines the spell’s saving throw DC and attack
action so long as it is not obviously going against the
                                                           bonus, as well as the skelebrain’s rarity, as shown in the
plague tower’s primary purpose. On a failed check, that
                                                           Skelebrain table. The skelebrain regains all its expend-
creature can’t make the attempt again until the next
                                                           ed charges at dawn.
dawn and any other non-fiend has disadvantage on
                                                              Sentience. The skelebrain is a sentient neutral evil
attempts to use the same skill to influence that plague
                                                           wondrous item with an Intelligence of 15, a Wis-
tower.
                                                           dom of 13, and a Charisma of 15. It has hearing
                                                           and darkvision 90 ft. It is proficient in the Arcana
Skelebow                                                   skill. It makes Intelligence (Arcana) checks with a
Weapon (any bow, skeletoy), very rare (requires attune-    +5 bonus.
ment)
                                                              The skelebrain can communicate telepathically with
The skelebow is made from the bones of enslaved            any creature within 90 feet and can speak, read, and
fiends who disobeyed their superiors. The arrows           understand Abyssal and Infernal.
used for the bow are harvested from murderers and             If the skelebrain opposes you, it can choose a differ-
other vile fiendish criminals. On a hit, this magic        ent target or area for a spell you cast from it (includ-
bow deals an additional 2d6 necrotic damage and            ing choosing you).
the wielder can use a bonus action to force the target        Personality. A skelebrain is narcissistic and egoma-
to make a DC 15 Constitution saving throw. On a            niacal. A creature that flatters the skelebrain thorough-
failed save, terrible pain gives the target disadvantage   ly about its intellect and ruthlessness and succeeds
on attack rolls and ability checks until it regains hit    on a DC 15 Charisma (Deception) check can use the
points.                                                    skelebrain without conflict for 1 hour or until it takes
   Flaw. A creature attuned to the skelebow gains the      an action obviously opposing the skelebrain’s primary
Sadistic: I prefer to kill my enemies in horrifying        objective.
and torturous ways that involve more arrows than
necessary.
   Sentience. The skelebow is a sentient neutral
evil weapon with an Intelligence of 10, a Wisdom           Spell			Attack
of 15, and a Charisma of 13. It has hearing and            Level     Rarity   Save DC Bonus
darkvision 150 feet. Its passive Wisdom (Insight)          Cantrip  Common      13     +5
and Wisdom (Perception) scores are each 17.                1st     Uncommon     14     +6
   The skelebow can speak, read, and understand            2nd     Uncommon     15     +7
                                                           3rd        Rare      16     +8
Abyssal and Infernal. It generally taunts in one of
                                                           4th        Rare      17     +9
those languages when confronted with non-fiends.
                                                           5th      Very rare   18     +10
   If the skelebow opposes you, once per turn it
can cause one arrow you fired from it to target a
different target within range than the intended target
(including you). Magical arrows not of fiendish make
can’t be redirected.
       Personality. A skelebow is extremely sadistic
        and loves to make cruel jokes about those it
                                                                                                                        44
                                                                                            Magic Items
     Skelemaul                                                  manoid skull at one end. You deal an additional 2d6
     Weapon (maul, skeletoy), rare                              thunder damage on a hit with this magic weapon, and
                                                                you score a critical hit when you roll 18–20 on your
     This maul is made of a long spinal column with             attack roll with it. In addition, the skelemallet grants
     several skulls at one end. On a hit, this magic                     you advantage on any Charisma check made
     maul immediately makes a bite attack                                    to play a drum with it.
     against the same target.                                                          Sentience. The skelemallet is a sen-
        Skelemaul Bite. When the                                                        tient neutral evil weapon with an
     skelemaul bites, you make an                                                         Intelligence of 10, a Wisdom of
     attack roll for it using +7 to                                                       10, and a Charisma of 15. It has
     hit rather than your own                                                             hearing and darkvision 90 ft. It
     attack modifier. Cover doesn’t                                                       has proficiency in the Deception
     apply against the skelemaul’s bite.                                                  and Performance skills and its
     On a hit, the skelemaul’s bite                                                     skill modifiers are Deception +7
     deals 1d8 piercing damage and                                                     and Performance +7.
     you can use your bonus action to                                                    The skelemallet can speak, read,
     command the skelemaul to make                                                 and understand Abyssal and Infernal.
     a Strength (Athletics) check to grapple                                      It sings taunting songs in one of those
     the target if the target is Medium or                                     languages when it can see non-fiends and
     smaller. The skelemaul is proficient in the                     isn’t being used to play a drum.
     Athletics skill; its bonus on Strength (Athlet-                    Curse. When you attune to the skelemallet,
     ics) checks is +5. The skelemaul must release                    unless you are a fiend you become cursed until
     the target before you can use the skelemaul to                  the curse is removed with remove curse or similar
     attack another target. The grappled creature                  magic. All attempts to be rid of the skelemallet or
     can make a DC 13 Strength (Athletics) or                      break your attunement fail while you are cursed.
     Dexterity (Acrobatics) to escape as an action.              While cursed, you have disadvantage on attack rolls
     The grapple also ends if you command the                   to hit fiends and you are unable to wield any melee
     maul to release the target. The skelemaul can              weapon other than skelemallets.
     also be attacked and destroyed (AC 15; hp                     Personality. A skelemallet is an eager helper in
     15; vulnerability to bludgeoning damage;                   bloodshed, but also knows how to play to an audi-
     immunity to fire and poison damage).                         ence. If the skelemallet opposes you, it pretends to
        Sentience. The skelemaul is a sentient neu-                  be afraid of you and grudgingly willing to serve
     tral evil weapon with an Intelligence of 10,                        you in exchange for a promise not to banish
     a Wisdom of 10, and a Charisma of 10. It                                 it to the Underhell. It maintains the ruse
     has hearing and darkvision 90 ft. Its passive                             just until its curse is laid, then gloats and
     Wisdom (Insight) and Wisdom (Perception)                                    mocks you.
     scores are each 13.
        The skelemaul can speak, read, and                      Skelemirror
     understand Abyssal and Infernal. It gener-
                                                                Wondrous item (skeletoy), uncommon (requires attune-
     ally taunts in one of those languages when                 ment)
     confronted with non-fiends.
        If the skelemaul opposes you, it can’t be               This flat shoulderblade or skull is framed in smaller
     commanded to stop grappling a target and                   bones and coated in a gleaming sheen of black ichor.
     once per turn after you make an attack with                  It is primarily used to communicate with other
     it, it makes a bite attack to hit you; if it hits            bearers of skelemirrors, but can, in theory, contact
     you, it automatically grapples you.                        anyone, whether they have a mirror or not. As an ac-
        Personality. A skelemaul is extremely                   tion, you can use the skelemirror to cast sending. Once
     vindictive. It resists any non-fiend that dares            the mirror is used to target a creature not also holding
     not actively further its goals or that opposes             a skelemirror with this spell, the mirror can’t be used
     any fiend.                                                   to do so again until the next dawn.
                                                                      Sentience. The skelemirror is a sentient neutral
     Skelemallet                                                evil wondrous item with an Intelligence of 13, a Wis-
     Weapon (mace, skeletoy), very rare (requires attunement)   dom of 15, and a Charisma of 11. It has hearing and
                                                                darkvision 90 ft. Its passive Wisdom (Insight) and
     This mace is made of a short spinal column with a hu-      Wisdom (Perception) scores are each 15.
45
       Magic Items
   The skelemirror can communicate telepathically             the skelenquin travels at its walking speed to
with any creature touching it and can speak, read, and        your location as though summoned.
understand Abyssal and Infernal as well as any lan-              The skelenquin is a Large object with Armor
guage known by the creature it is currently attuned to.       Class 15, 30 hit points, and immunity to poison
   Cursed. If the skelemirror opposes you when you            damage.
attune to or use it, it can choose to curse you. This            Sentience. The skelenquin is a sentient neutral evil
reduces your hit point maximum by 1d10 immediate-             wondrous item with an Intelligence of 5, a Wisdom of
ly after you attune or your message is sent, as the skel-     10, and a Charisma of 5. It has hearing and darkvision
emirror slowly drains away your soul. This reduction          out to a range of 90 feet.
lasts until the curse is broken. All attempts to be rid of       The skelenquin can communicate through emo-
the mirror, break your attunement, or restore your hit        tional impulses with any creature touching it and can
point maximum fail while you are cursed. A remove             speak, read, and understand Abyssal and Infernal.
curse spell or similar magic breaks the curse and ends           If the skelenquin opposes you when you command
your attunement. The skelemirror can reduce your hit          it to move you, it moves with intentional clumsiness,
point maximum by another 1d10 each time you use               forcing any creature atop it to succeed on a DC 13
it. If your hit point maximum is reduced to 0, you            Dexterity saving throw or fall off, landing prone
die and your body becomes a void maggot at the next           adjacent to the skelenquin at any point during its
sunset. Once you are no longer attuned to the mirror,         movement.
a lesser restoration spell, similar magic, or a long rest        Personality. A skelenquin is stupid and servile. A
restores your maximum hit points.                             creature that the skelenquin can understand can trick
   Personality. A skelemirror is sniveling and officious.     the skelenquin into serving it without conflict until
If the skelemirror can understand its attempt, a creature     the next dawn with a successful DC 12 Charisma
can scare the skelemirror into serving it without conflict    (Deception) or Intelligence (Arcana) check as an
until the next dawn with a successful DC 15 Charisma          action so long as it is not obviously going against
(Deception or Intimidation) check as an action, so            the skelenquin’s primary purpose. On a failed check,
long as it is not obviously going against the skelemirror’s   that creature can’t make the attempt again until the
primary purpose. On a failed check, that creature can’t       next dawn and any other non-fiend has disadvantage
make the attempt again until the next dawn and any            on attempts to use the same skill to influence that
other non-fiend has disadvantage on attempts to use           skelenquin.
the same skill to influence that skelemirror.                    When not controlled, a skelenquin moves in search
                                                              of the nearest fiend.
Skelenquin
Wondrous item (skeletoy), common                              Skelesphere
This narrow platform is composed of two 10-foot               Wondrous item (skeletoy), legendary
poles of spinal columns and femurs lashed together            This gigantic skull is composed of thousands of
with wiggling sinew supporting a seat of cradling             normal-sized skulls stitched together with indis-
arms and shoulder blades, similar to a palanquin              tinct fiendflesh. It never touches the ground, always
or sedan chair. From the front and back of each               levitating at least 6 inches up. To control it, you
bar extends a pair of skeletal legs that allow the            must climb inside it as if mounting a creature and
skelenquin to walk and carry riders. To control the           use your action to speak its command word. The
skelenquin, you must touch it and speak a command             skelesphere can hold one Large or Huge rider or up to
word. Until another creature speaks the command               nine Medium or Small riders. A creature inside the
word, you control it like a mount or command it if            skelesphere has half cover against attacks from outside
it can understand you (no action). The skelenquin             the skelesphere.
has a walking speed of 50 feet and can carry up to               The skelesphere is a Huge object with Armor Class
600 pounds without slowing. A creature riding atop            19, 100 hit points, and immunity to poison damage.
it can use it as a mount, using the skelenquin’s speed           Flight. Until you dismount or a fiend speaks the
instead of its own.                                           command word, you control the skelesphere like a
   You can send the skelenquin to travel alone to a           mount. The skelesphere has a flying speed of 60 feet. It
destination within 1 mile of you if you speak the             can carry up to 600 pounds without slowing. It can
command word, name the location in a language the             carry up to 1,200 pounds at a speed of 30 feet. It can
skelenquin understands, and are familiar with that            carry up to 2,400 pounds at a speed of 5 feet. It is
     place. Whenever the skelenquin is within 1 mile of       immobile while it contains more than 2,400 pounds,
        you, when you speak another command word,             but it doesn’t fall.
                                                                                                                         46
                                                                                              Magic Items
        Launch Skull. As an attack while you control the          A creature that enters any 5-foot square of bone
     skelesphere, you can touch one of the skulls composing    shards must succeed on a DC 15 Dexterity saving
     the skelesphere to launch it as a ranged weapon attack.   throw or stop moving this turn and take 1 piercing
     You can launch multiple skulls if you have the Extra      damage from bone shards stuck in their feet or legs.
     Attack feature or another way to make multiple at-        Taking this damage reduces the creature’s walking
     tacks on a turn. A skull has a normal range of 150 feet   speed by 10 feet until the creature regains at least
     and a long range of 600 feet. The magic skull deals       1 hit point. A creature moving through the area at
     bludgeoning damage equal to 4d6 + your Dexterity          half speed doesn’t need to make the save. A creature
     modifier.                                                 can clear a 5-foot square area of bone shards as an
        Skull Shrapnel. As an action while you control the     action.
     skelesphere, you can touch five skulls in a pentagonal       Sentience. The skelesphere is a sentient neutral evil
     pattern to fire them at a point you can see within        wondrous item with an Intelligence of 15, a Wisdom
     150 feet. They instantly fly to that point and explode.   of 15, and a Charisma of 19. It has hearing and dark-
     Each creature within a 30-foot-radius sphere centered     vision 120 ft.
     on that point must make a DC 19 Dexterity saving             The skelesphere can communicate telepathically
     throw, taking 8d6 bludgeoning damage on a failed          with any creature within it and can speak, read, and
     save, or half as much damage on a successful one.         understand Abyssal and Infernal.
     This attack is considered magical for the purposes of        If the skelesphere opposes you when you give it a
     overcoming resistance. In addition, the ground below      command, it can choose a new target for the attack
     that sphere is covered in bone shards.                    outside of itself within range.
47
       Magic Items
   Personality. The very intelligent skelesphere is
ambitious and competitive. A creature the skelesphere
can understand can trick the skelesphere into serving it
without conflict until the next dawn with a successful
DC 18 Charisma (Persuasion) or Intelligence (Arcana)
check as an action so long as it is not obviously going
against the skelesphere’s primary purpose. On a failed
check, that creature can’t make the attempt again until
the next dawn and any other non-fiend has disadvan-
tage on attempts to use the same skill to influence that
skelesphere.
Skeletong
Weapon (skeletoy), very rare
This unorthodox weapon has a torso-like handle end-
ing in three or more arms, each ending in a grasping
hand. The skeletong’s damage on a hit equals 3d4 +
your Strength modifier. It has the heavy, reach, and
two-handed properties and weighs 18 pounds. On a
hit, you can use a bonus action to have the skeletong
grapple the target. Unless the target succeeds on a DC
15 Strength saving throw, the target is restrained until
the grapple ends. You can’t attack with the skeletong
while it grapples a creature. The target can escape as
an action by succeeding on a DC 15 Strength (Athlet-
ics) or Dexterity (Acrobatics) check. The skeletong can
be attacked and destroyed (AC 15; hp 15; immunity
to fire and poison damage).
   Sentience. The skeletong is a sentient neutral evil
weapon with an Intelligence of 10, a Wisdom of 10,
and a Charisma of 10. It has hearing and darkvision
90 ft.
   The skeletong can speak, read, and understand Abys-
sal and Infernal. It generally taunts in one of those
languages when confronted with non-fiends.
   If the skeletong opposes you, it releases any creature
it is grappling at the end of each turn and whenever
you miss on an attack with it, you trip and fall prone.
   Personality. A skeletong is extremely vindictive. It
resists any non-fiend that doesn’t actively further its
goals or that opposes any fiend.
                                                                          48
                                                            Magic Items
49
     Planet Apocalypse Adventures
Planet Apocalypse
Adventures
The adventures in this chapter are intended to represent key points in your Planet Apocalypse campaign. They
are not meant to played directly one to the next, but rather to be touchstones around which you place additional
adventures, showing off more of your world in the throes of invasion. For advice on how to structure a whole
campaign, see page 8. Below is a quick summary of how these adventures fit together.
   If you don’t want to create your own introductory adventure, Among the Damned is where you should
begin. After some additional adventures (gaining a level or two), the player characters can pivot from defense
to attacking the fiends with the beginning of To Slay Leviathan. After this, you should present an opportunity
for the PCs to adventure to gain another level or two and eventually face the Archlord in a hellscape version of a
previous important site. These adventures assume an invasion spearheaded by Lord Baphomet, who is best pitted
against a group of four 11th- or 12th-level characters, five 10th-level characters, or six 9th- or 10th-level charac-
ters for a harrowing Archlord battle. When the PCs banish the Archlord, they banish many of the fiends as well,
causing the invasion to stall, and the world is no longer in immediate danger. However, if you want to continue
the campaign, the Doomgate remains open, waiting for an Archlord to return. Run a few adventures where im-
pending doom remains a persistent threat, then run The Gate of Bone, which leads up to a final confrontation
with the true mastermind of the invasion (as written, this is Lord Chthon).
                                                                                                                        50
                                                         Planet Apocalypse Adventures
        Among the Damned. Among the Damned assumes a              going to the Doomgate to ensure the invasion never
     party of four 6th-level characters or five or six 5th-lev-   resumes. As written, the adventure features the arrival
     el characters. If you run an entire Planet Apocalypse        of Lord Chthon after the PCs have banished Lord
     campaign, Among the Damned serves as a starting              Baphomet, and it is most appropriate to challenge
     point. It’s recommended you only run this once               parties of at least three or four 12th-level characters,
     players have some familiarity with the setting, so that      five 11th-level characters, or six 10th-level characters.
     they can appreciate how the world changes when the           However, if you change the Archlord that appears
     invasion begins. Develop NPCs and settings the PCs           in the adventure, a different starting level probably
     have grown to respect and cherish, so that when those        works best. In that case, check the Archlord’s chal-
     things are put in peril, it will elicit powerful emotion-    lenge rating on the Finale Level table below.
     al reactions that tune up the horror of the campaign.
     If you’re putting together a game with players who
     already know your world, have them create new
                                                                  Scaling the Adventures
     characters to start your Planet Apocalypse campaign          You should try to scale your campaign such that
     immediately.                                                 heroes are a suitable level for challenging the Archlord
        To Slay Leviathan. Part 1 (optional) of To Slay           you want them to face at that point in the campaign.
     Leviathan is best placed when players have a party of        The Archlords are fully described in Chapter 7, but
     three 8th- or 9th-level characters, four 7th-level char-     the summaries below should help you choose an
     acters, five 6th-level characters, or six 5th-level char-    appropriate climax or final fight for your group. The
     acters. Its main portion, starting with Part 2, is best      three adventures presented assume you’re using the
     saved for when the player characters are at least three      Lords Baphomet and Chthon, so if you want to use
     10th-level characters, four 8th- or 9th-level characters,    stronger Archlords, you should either run your heroes
     five 7th-level characters, or six 6th-level characters.      through more adventures before the final showdown,
     They should gain a couple levels before they face            or else scale up the adventures by the number of levels
     an Archlord’s avatar at the adventure’s end. To Slay         difference between heroes.
     Leviathan is a good mid-point of a Planet Apocalypse            The adventures presented in this book are intended
     campaign, showing all the invasion has to offer but          as showcase moments, not as a skeleton for the whole
     providing characters with a chance to make tangible          campaign, and to inspire the tone and aesthetic of
     progress and giving them hope that the invasion can          other adventures you will craft for your players. In a
     be stopped completely.                                       long campaign, you should leave the player characters
        The Gate of Bone. The Gate of Bone gives an exam-         time to go on other adventures and pursue various
     ple of how you can end the campaign or even con-             goals between the adventures presented here. They
     tinue the game after the initial invasion is quelled, by     might try to consolidate a safe place, remove fiends
51
       Planet Apocalypse Adventures
from places of special importance, or expand a terri-       the world. A great way to set the tone is to
tory of safety against the invasion. They might also        have the fiends start off tearing up a safety net
hunt for information about the fiends in lost libraries     the player characters took for granted, such as by
or ruined wizard towers, quest to unearth ancient           toppling a benevolent government or slaying a good
relics that offer hope of defeating the fiends, or seek     dragon. Take care not to destroy everything the players
to gather allies from distant lands that may be facing      care about, or they will have no motivation to contin-
corruption of their own.                                    ue the campaign. Instead, make clear that the things
                                                            they care about are more vulnerable than ever. The
More Challenging Archlords                                  campaign should feature fights in places that previous-
The recommended party level to face each Archlord           ly seemed safe or beyond the reach of chaos, such as in
when well-rested and without significant minion             the capital of a stable and strong realm.
support for the Archlord is presented on the Recom-            Specific key NPC roles and locations are presented
mended Finale Level table.                                  in the adventures, for which you should pull charac-
                                                            ters and locales from the existing campaign setting.
A Shorter Campaign                                          Pick characters and locations important to your
                                                            players, particularly regarding the Herald, the Sage,
To run a short campaign, you can use these three ad-
                                                            and the Authority; the more invested they are with the
ventures back-to-back with relatively little in between
                                                            story, the better the experience.
them. This requires modifying the difficulty of each
                                                               The Herald. This character should be a well-known
adventure to sync up well with the climax. Remember
                                                            government agent, speaker, knight-errant, or other
that the party will likely gain one level from the first
                                                            popular person. For example, this might be a herald
adventure and at least one from the second. If you
                                                            who prepared the party for meeting with a queen or a
want a shorter campaign that concludes with a fight
                                                            knight-captain popular for helping stop attacks on the
against an Archlord, it’s best to begin no earlier than
                                                            peasantry. The PCs rescue the Herald from the initial
the level indicated on the Short Campaign Starting
                                                            invasion in Among the Damned, and this character
Level table.
                                                            goes on to act as a quest-giver in To Slay Leviathan.
                                                            The Herald can also serve as a proxy leader or face for
Adapting the Adventures                                     the player characters when they want to send or keep
                                                            refugees somewhere without escorting them person-
Planet Apocalypse offers you a chance to take your own      ally.
world to the brink of destruction and give players a           The Sage. This character is knowledgeable (that is,
chance to save it. It is recommended you tailor the         should be proficient in the Arcana skill) but not pow-
plot of the campaign to suit your players’ interests in     erful; think of a scholar or dealer in arcane oddities.
                                                                                                                      52
                                                           Planet Apocalypse Adventures
     The PCs rescue the Sage from the initial invasion in      enough not to be overrun immediately. The heroes are
     Among the Damned, and this character goes on to           here at the start of Among the Damned.
     act as a quest-giver in The Gate of Bone. The Sage           The Palace. This location should be the local seat
     can also serve as a resource for exposition or tactical   of government in the settlement or a nearby one,
     ideas regarding how the monsters and magic of the         close to the Tavern but not immediately adjacent. It
     Underhell work.                                           might be a castle, sprawling manor, city hall, or other
        The Authority. This character has some claim to        building. The various heads of state should have a
     authority in the setting of Among the Damned, but         good reason to be present when the Doomgate forms,
     need not have an official position; think of a            killing all of them horribly. It is an important place in
     local leader or lieutenant the heroes like. This          Among the Damned and also doubles as the setting
     might also be a member of an influential                           of The Gate of Bone.
     council or guild, a vizier, or a prince.                                 Two Cities. There are two settlements
     The PCs may or may not rescue                                             that the titanic nephilim engine Levi-
     the Authority from the Palace to                                               athan travels between during To
     the Doomgate in Among the                                                        Slay Leviathan. One settlement
     Damned, but this character                                                        was recently crushed by Levia-
     survives in any case to render                                                    than; this might be the location
     assistance later. The Authority                                                   of the Palace, but doesn’t need to
     can also help manage a ref-                                                     be. The second is its next target,
     uge that the players create                                                      preferably a city or settlement
     or protect before stop-                                                               the players care about. These
     ping the invasion or                                                                   should be locations your
     while rebuilding                                                                      players have visited or at least
     afterward.                                                                                heard of before.
        The                                                                                           Mountains aren’t
     Wise                                                                                             necessary in the
     One.                                                                                                 space between
     This                                                                                                   the cities, but
     charac-                                                                                                it’s best if
     ter is a                                                                                               Leviathan can
     vulner-                                                                                              plausibly pass
     able but                                                                                              by cliffs (such
     insightful                                                                                             as on a rough
     person                                                                                                coast), dense
     that other                                                                                           forest canopies
     NPCs                                                                                                 built upon by
     worry about.                                                                                        elves, or other
     Their primary role is                                                                            high places with
     to be rescued and then tell the players how to truly      structures, to provide characters a panoramic view.
     stop Leviathan in To Slay Leviathan. This should
     be someone who was picked up by the fiends earlier        As Stand-Alone Adventures
     in hopes of using this person as leverage against         To Slay Leviathan and The Gate of Bone can be run
     others. Suitable characters for this role might be a      as stand-alone adventures. If you don’t want to slot
     young royal heir, an elderly lord or lady, a beloved      them into an overarching story of world invasion,
     cultural icon such as a playwright or actor, or an        these can be presented as part of smaller-scale incur-
     influential sage (though take care not to cross over      sions and avenues to head off a larger invasion.
     too much with the Sage, see above); someone who
     has no fighting abilities to speak of. If the heroes
     failed to protect a key NPC in Among the Damned
     or subsequent adventures, that character can serve
     this role and give the characters a chance to redeem
     themselves to boot.
        The Tavern. This location should be a comfortable,
     social place near where the Doomgate opens but far
53
       Planet Apocalypse Adventures
Among the Damned
The fiends of the Underhell have begun their invasion,    danger, they must contend with hordes of fiends from
and the heroes are caught in their path!                  all sides, not just from the Doomgate.
   If you are running an entire Planet Apocalypse
campaign, Among the Damned serves as an excellent
starting point—or, more accurately, an escalation         Adapting This Adventure
point wherein a normal campaign becomes apocalyp-
tic. You should kick off the campaign only once the       This adventure works best when it incorporates
players have some familiarity with the setting, such as   familiar NPCs and places: characters the party has
after a few adventures where they have gained a few       encountered before and likes or respects and locations
levels. The invasion might even come about because        to which they have an emotional tie. Familiar NPCs
of their efforts, whether they know it or not. To         should appear at multiple points in the adventure,
really bring home the terror of Planet Apocalypse, they   so you should review NPCs the PCs have met and
should be able to appreciate how the world changes        consider how they might respond to the arrival of the
when the invasion begins. This adventure should take      Apocalypse right on their doorstep. Although it might
place in a city the PCs consider safe and comfortable,    seem easiest to simply litter the adventure with the
such as one that has served as a home base for previ-     corpses of well-liked NPCs to feed the party’s desire
ous adventures.                                           for revenge, your players (to say nothing of their char-
   Before the party is aware of what’s going on, a        acters) will almost certainly remain most committed
Doomgate has opened up and allowed fiends to rush         if some NPCs remain alive and able to encourage and
into the mortal world nearby. The waves of fiends         help them. This also leaves you with the opportunity
have sent mortals scattering away from the epicen-        to put those NPCs in peril or kill them during the
     ter. These waves reach the heroes only belatedly,    campaign.
         meaning that by the time they are aware of
                                                                                                                     54
                                                                            Among the Damned
     Scaling This Adventure                                                Among the Damned includes three key NPCs
                                                                        and two key locations that you should pull from the
                                                              five
     Among the Damned is intended for a party of
                                    or else   a party    of four        campaign prior to the invasion in order to build PC
     or six 5th-level characters,
                                                                        attachment to them. They are listed below. Although
     6th-level characters.
                                                                        the other NPCs in this adventure are less important
         This adventure assumes that at least one of the
                                                                  on    to the plot, you are encouraged to replace as many
     characters has the Sanguine Ward as described                      of them as you like with suitable NPCs from your
     page 118-19, or that you are     playin  g  witho   ut the
                                                                  n,    previous adventures.
     special fiendish Underhell fiend traits (Corruptio                    The Herald. This character should be a well-known
     Distant Evil, Hard to See, Murk     y Divina   tions,
                                                              on
                                                                        government agent, speaker, knight-errant, or other
     Sickening Appearance, and Timeless Nature)                         popular person. For example, this might be a herald
                                       provid  e  the  fiend  s
      page 201-2. If you choose to                                      who prepared the party for meeting with a queen,
                                       no  chara   cter   has  the
      with the Underhell traits and                                     or a knight-captain popular for helping stop attacks
      Sanguine Ward, the party shoul      d consi   st of  7th-
                                                                        on the peasantry. If your players haven’t met such
      level or 8th-level characters instead.                            a character, or if your setting doesn’t have one, use
          To scale up the difficulty of this adventure by a             Josserey Quinley, a human spy. She normally delivers
                                                                   in
      level or two, you can generally replace one fiend                 government messages and makes public pronounce-
      each combat with the next      highe  r type   of  the  same      ments and is exceptionally personable.
                                                                s
       fiend (such as replacing bonestrike underfiend                      The Sage. This character is knowledgeable (that is,
       with flesheater underfiend   s) or  add   one   or  two          should be proficient in the Arcana skill) and can help
       wailing maggots to encounters with multiple                      the party make sense of the chaos that is going on
                                                                ,
       foes. To scale up the difficulty by several levels               when the fiends attack. This character is good at pro-
        replace two fiends with the   next  highe   r type   or         ducing plausible—and accurate—theories from scant
        one fiend of a type two steps higher (such as one               information. Preferably, this character should not be
                                                                 loak   an archmage or other particularly powerful character;
        bonestrike underfiend replaced with one skinc
        underfiend), or else add one    wailin  g  magg    ot per       their strength lies in knowledge, not magical prowess.
                                                                        If your players haven’t met such a character, or if your
        level you wish to increase the difficulty.
                                                                        setting doesn’t have one, use Sylvianna Eldrendil,
                                                                        an elf priest with Arcana +5 and Religion +5. She is
                                                                        warm-hearted but known to be occasionally erratic,
             The key exception, however, is for NPCs that are           and she leads a prominent local temple dedicated to a
          higher level or have significantly more authority than        good deity.
          the characters. The Planet Apocalypse campaign works             The Authority. This character has some claim to
          best when there isn’t anyone else for the party to rely       authority in the region, but might not have an official
          on—they are plainly the most powerful people able to          position. This should ideally be a local leader or lieu-
          confront the fiendish invasion. More powerful NPCs            tenant that the player characters are on good terms
          should die or otherwise be neutralized in the initial         with. This should be someone who would not have
          invasion, either as part of the magical confluence            been front and center when the Doomgate formed
          that creates the Doomgates that the invasion uses or          in the palace, but who would have been nearby. This
          during the initial chaos that immediately follows.            might also be a member of an influential council or
          This is no mere plot device: magical knowledge and            guild, a vizier, or a princess. If your players haven’t
          personal power draws a Doomgate and causes it to              met such a character, or if your setting doesn’t have
          open nearby. When it opens, it rips the very life from        one, use Aldoreth Pebblebrook, a human noble. She
          nearby creatures—particularly from powerful crea-             was chief adviser to the king and while she is not
          tures—and uses their corpses as raw materials to build        necessarily part of the normal succession, she is well-
          the mortal side of the Doomgate and material bodies           placed to take control of the overrun government.
          for the fiends. Powerful NPCs that rush to contain            When the Doomgate opened, it slew a conclave of
          the fiends during this initial push are overwhelmed,          all her superiors and peers while she was tending to a
          leaving the heroes as some of the most capable charac-        minor emergency on the other side of the palace.
          ters in the region, if not the world.                            The Tavern. This location should be a comfort-
             This adventure assumes the PCs operate out of a            able tavern in a busy part of town. It doesn’t matter
          city. If the settlement you set the adventure in isn’t a      whether it is particularly seedy or upscale; the most
          large city, consider framing the separate areas as close-     significant feature is that the party should feel at ease
          ly-connected towns or noble estates.                          there. If you haven’t established such a location
55
             Among the Damned
in your setting, call the tavern the Red Flagon.            more manageable, you can decide that the
   The Palace. This location should be the local seat       Archlord’s Shadow is too new to interfere with
of government in the settlement or a nearby one. It         resting and apply it only after the invasion has been
might be a castle, sprawling manor, city hall, or other     underway for a few days.
building. The heads of state should have had a good
reason to be present when the Doomgate opened,
which slew all of them. If you haven’t established one                    Introduction
of these in your setting, call it Yeardley Palace. If you
are not using an urban setting, the slain dignitaries       The player characters begin this adventure with little
might have come to this relatively remote area (per-        warning about the invasion that will soon encompass
haps to a king’s or other noble’s countryside estate)       their city.
as a relatively safe, neutral spot away from spies,            Outside the game, you should talk with your play-
criminals, and other dangers in bigger cities, only for     ers about their interest in contending with apocalyp-
the Doomgate to open and consume them.                      tic horror in your campaign. Players should know
                                                            roughly what they are getting into and you should
                                                            explicitly check on their limits as far as graphic horror
      Adventure Summary                                     goes before diving too deeply into the body horror
                                                            and violence central to Planet Apocalypse. If a player’s
The player characters must investigate the sudden           main enjoyment of the game comes from clear happy
chaos in the streets as the initial Underhell invasion      endings and bright futures, this isn’t the right ad-
strikes. The characters quickly become responsible for      venture for that player. Unless your group is well-ac-
frightened and desperate townspeople and must find          quainted with retreat as a sometimes-necessary tactical
a safe refuge for them. Ultimately realizing that the       option, emphasize to them that overwhelming force
city is lost and no truly safe haven exists, they must      is an element of this adventure, and they should not
retreat from the city whilst saving the lives of as many    approach every encounter trusting that they can fight
civilians as possible.                                      their way through to victory. In Planet Apocalypse, that
                                                            is a recipe for doom.
Fiendish Underhell Traits
Each fiend that appears in this adventure has a trait           Part A: Chaos in the
reflecting its legion. Unless indicated otherwise, all
fiends in Among the Damned belong to the Phlege-
                                                                      Streets
thon legion. If you want to focus on another legion,
particularly if you want to use an Archlord that            The party is relaxing in the tavern one evening when
doesn’t fit thematically with the Phlegethon legion,        the city is invaded by the fiends of the Underhell.
consider swapping out some of the hellscape details.        The map on page 58 presents the tavern and the area
For example, if using the Acheron or Tartarus legion,       around it; although the party begins in Area 1, they’re
replace hellfire with dripping noxious slime.               likely to rush from area to area during this part of the
                                                            adventure. The townspeople grow increasingly afraid
                                                            and uncertain; generally, they follow where the party
The Archlord’s Shadow Falls                                 directs, as long as it isn’t into obvious danger, but you
The entirety of Among the Damned takes place in             might require a character to succeed at a DC 10 Cha-
a newly-formed Archlord’s Shadow, which does not            risma (Intimidation or Persuasion) check as an action
yet have all the effects noted on page 277-8. Apart         to get a group of townspeople moving in a particular
from amplifying the hellfire, tortured screams, and         direction. If the PCs try to send a group into obvious
other background effects that make it clear the city is     danger, the DC increases to 20.
becoming a warped hellscape, this means that a milder
form of the Nether Hellscape effect afflicts many           Steering the Heroes
commoners with 1 level of exhaustion. The Timeless          Heroes who choose to rush away from the invasion
effect might impact a few of the characters’ abilities      before learning important details about what is going
(poison and fire do not progress, for instance), and        on should stumble upon important NPCs who can
characters regain no more than two Hit Dice from a          convey some information, especially the Herald (Area
long rest. This can make the game particularly chal-        A9) and the Sage (Area A6). You can arrange this by
     lenging for groups that are accustomed to taking       modifying the map on the fly to have the PCs’ course
        a long rest frequently; to make the difficulty      take them into the locations they skipped, or more
                                                                                                                        56
                                                                               Among the Damned
     quickly by moving the key NPCs into locations the         from the Phlegethon legion and glow with evil-look-
     party picks. The Sage is best encountered first, the      ing fires. This is likely the first opportunity the
     Herald second. If either NPC ends up in a situation       characters have to identify the effects of the Sanguine
     where the only logical outcome is for them to die,        Ward: one of the characters (or more, as selected by
     choose a new NPC to fulfill their role in the adven-      the GM) has a distant blood relation or other tenuous
     ture.                                                     connection to one of the people killed to create the
        The Sage’s Observations. The Sage wants to see the     Doomgate. As described on page 118-9, the San-
     fiends in order to determine what is going on. Upon       guine Ward suppresses the Hard to See and Sickening
     watching the heroes fight Underhell fiends, the Sage      Appearance traits of all fiends within 90 feet; such
     quickly deduces each of the universal Underhell fiend     fiends coalesce into greater clarity upon entering this
     traits and the effects of the Sanguine Ward, allowing     aura. The character with the Sanguine Ward should
     the Sage to speculate about the causes.                   feel something unique and special occur—a strange
        The Herald’s Urging. The Herald can use their          feeling, a burst of light, etc—and know that they are
     popularity to guide refugees that the heroes can’t or     the locus of this newfound trait.
     don’t guide themselves. The Herald also urges the he-        As the PCs not only seem the most competent de-
     roes to seek out the source of the chaos at the palace    fenders around but also possess an uncanny ability to
     without being seen. To facilitate this, the herald got    perceive their reality-warping forms, the fiends attack
     a glimpse of the palace from a distance and can relate    the PCs to the exclusion of the other townspeople. If
     obvious details to the party.                             the party defeats these fiends, the fleeing townspeople
                                                               shout that many more are coming, then look for a
                                                               place to hide. Several of these townspeople rush into
     A1. Tavern                                                the tavern, adding to the confusion there.
     This is the tavern where the adventure begins. There         From the main street, the party can go anywhere
     are six people present other than the party, includ-      else in the city, though the fires, smoke, and scream-
     ing the bartender and a server, who are all enjoying      ing should keep them close at hand for now. None of
     an ordinary evening. Read the following to get the        the townspeople in the tavern want to follow them
     adventure underway.                                       deeper into the city, resisting attempts to roust them
                                                               from what they perceive as a relatively safe haven.
      The tavern’s main door opens with a bang. Four           From here, the party can go around the tavern to the
      sweaty people rush in, faces streaked as though with
                                                               west to the alley (Area A3) or to the east into the side
      soot. When they see the crowd, they immediately
                                                               yard (Area A9).
      seem unsure of themselves and stop. One of them
      grabs a nearby server by the arm and demands,
      “Hey, is there a back way out of here?” The server
                                                               Staying on the Main Street
      points to the tavern’s alley entrance.                   If the party remains on the streets despite the urgent
        Before the main door shuts, several strangled          cries of the townspeople to seek cover, they soon see
      screams echo down the main street outside, and sev-      two more strange fiends; the leader of the pair is hold-
      eral figures sprint frantically past. The soot-stained   ing five twisted humanoids by long iron chains. The
      newcomers rush for the alley door.                       leader is a bonestrike underfiend (page 221), while
     These newcomers are just the vanguard of the towns-       its subordinate is a preening gryllus (page 213).
     people fleeing the Underhell invasion. They don’t         The underfiend sets loose its five howling maggots
     understand much of what’s going on, only that people      (page 207) against the party. The shadows of other
     are yelling about demons in the streets and they want     approaching underfiends marching around corners
     to get away. If necessary, use statistics for commoners   in the flickering firelight (their forms distorted in
     for the fleeing townspeople and anyone else in the        the distance by the Hard to See trait) should alert
     tavern.                                                   the characters that retreat is the better option. If the
                                                               PCs don’t realize how badly overmatched they are,
                                                               townsfolk beg them not to charge against overwhelm-
     A2. Main Street                                           ing numbers. These fiends don’t pursue if the party
     The PCs are likely to head out the main door to see       flees, as they are focused on methodically securing a
     what’s going on; when they do, they see several fires     perimeter.
     burning throughout the city and several dozen towns-
     people of all ages rushing down the street. Pursuing
     them are two leering grylluses (page 215) and two
     howling maggots (page 207). These four fiends are
57
       Among the Damned
                   58
Among the Damned
     A3. Alley                                                     and feed on anyone present in the alley, without
                                                                   much concern for its own safety. It tries to feed on the
                                                                   largest clump of creatures it senses.
      This brick alley has several sturdy wooden doors
      leading into local businesses. A large wagon stands
      near the alley entrance. Another wagon containing an         A4. Clark and Able Wainwrights
      enormous cage partially covered with canvas stands
      near it on broken wheels. Clouds of cinders sweep
                                                                   A once-prosperous wagon and wheel repair shop,
      down the main street as though chasing after fleeing,        Clark and Able Wainwrights has been closed for the
      screaming townspeople.                                       past three days. The sole remaining proprietor, Am-
                                                                       brose Able, has left the place in mourning after
     Anyone who has run out of                                                    the accidental death of his partner. It’s
     the tavern into the                                                             clear that the shop doesn’t make a
     alley is still lingering                                                         good place to hole up, as the barn
     there, unsure where                                                                         doors are flimsy and the
     to go next. This                                                                            windows broken. The
     alley is a temporary                                                                          building contains
     safe haven,                                                                                    nothing of value and
     but it’s not                                                                                   can’t be reinforced in
     likely to                                                                                      any meaningful way
     remain safe                                                                                      with the materials
     for long if                                                                                      present.
     the fiends spot
     anyone loi-                                                                                  A5. Delmar’s
     tering. The
     main street                                                                                  Stables
     (Area A2) is                                                                                     Delmar’s Stables is a
     visible between                                                                                  clean albeit old stable
     the two wagons:                                                                                  adjacent to the tavern.
     one wagon,                                                                                    If any of the characters
     mostly emp-                                                                                   have horses or other
     tied, holds a few                                                                            mounts, they are likely
     errant turnips,                                                                             stabled here. This stable
     and the large cage                                                                             is one large room sub-
     smells vaguely like                                                                             divided into smaller
     a bear but is emp-                                                                              areas by low walls.
     ty and lacks a lock.                                                                            The western side of the
     Neither of the wagons has working                                                             building contains stores
     wheels, as they are due to be                                                               of hay and feed, while
     fixed by Clark and Able                                                                      the larger eastern side
     Wainwrights (Area A4).                                                                       contains several stalls. A
        The characters can block                                                                small door to the north
     the alley and make it a bit                                                                 leads into the alley (Area
     safer by pushing the wagons                                                                   A3), while the larger
     together and, even better, by using the canvas                                                stable doors lead to the
     tarp to obscure the alley further. Moving either                                             side yard (Area A9).
     wagon requires a successful DC 14 Strength (Ath-                                              The only attendant on
     letics) check. Alternatively, a character can encourage       duty is Delmar’s lazy niece, Telleve, a commoner
     townspeople to shove the wagons into place with a             who is currently sleeping on a hay pile. Frequently
     successful DC 12 Charisma (Persuasion) check.                 befuddled, Telleve doesn’t understand what’s hap-
        If the party is still lingering in the alley after a few   pening to the city and eagerly follows anyone who
     rounds and if they haven’t blocked the view of the al-        seems confident or organized. Apart from any mounts
     ley from the main street, a livid damned soul swarm           belonging to the party, the stable currently houses
     (page 197) rounds the corner from the street carrying         three warhorses and two draft horses. The horses
     drifting embers. It slips between the wagons to attack        are agitated from the fires and chaos in the city,
59
       Among the Damned
and become obviously more agitated when anyone               DC 15 Strength check or a successful DC
new enters the stable. If they aren’t calmed with a          13 Dexterity (thieves’ tools) check. The shop
successful DC 11 Wisdom (Animal Handling) check,             contains several ingredients for the next morn-
they panic and burst through the stable doors into the       ing’s baking, two ovens, and several boxes of day-old
side yard, alerting the creatures there to trouble.          pastries, but it is otherwise empty of folk or valuables.
                                                             The shop has only a single door and heavy racks that
                                                             can be used to keep it tightly shut or to provide cover
A6. Carter Guildhall                                         in a fight. This is the best place in the area for the
                                                             party to leave the frightened refugees, particularly if
 This enormous guildhall is decorated with several           they can barricade them in place.
 murals of horse-drawn wagons on country roads.
                                                                If the Sage (from Area A6) or especially the Herald
 Soot from fires in the city has marred the murals,
                                                             (from Area A9) are with the party, they assure the
 making them seem shadowy and ominous rather
 than bucolic.
                                                             characters that they can keep the townspeople safe and
                                                             quiet here for the time being, so long as the characters
The murals appear both inside and outside of the             drive out the dangers from the surrounding buildings.
building, and are the pride of the guild members that        They encourage the party to make their way to the
meet here to arrange deliveries of cargo across the city     palace to find out what’s going on, and to discover any
and beyond. The building is mostly an open area for          plans to reclaim (or, in the worst case, evacuate) the
loading cargo, with a few interior offices and store-        city.
rooms. All of these have been pillaged by a salaman-            If the party needs to take a short rest or long rest to
der and a magmin, which are currently rampaging              recuperate, the bakery is a safe place to do so.
through the building. These creatures are allies of
the fiends and delight in the opportunity to create          A8. Daystar Cooper
mayhem and start fires, although they are currently
occupied in wrecking the guildhall and haven’t yet set        This workshop has several large windows displaying
the building ablaze. The heroes can hear them before          barrels of various sizes hanging from rafters. A sign
seeing them. They don’t pursue fleeing characters but         above the door reads “Cooper. Davin Daystar, Prop.”
prefer to laugh at the general panic.
   The residents of the hall have all fled or been killed,   This large building is filled with several completed bar-
with the exception of a pugnacious teamster named            rels and materials, and tools to make more, but its large
Tobber Cleech (use statistics for a bandit) and the          windows and open layout make it a particularly poor
Sage. Tobber was meeting with the Sage to deliver            place to hide out. Both of the doors to the cooper’s
several valuable books when the elementals attacked.         shop are locked, requiring a successful DC 18 Strength
The Sage mentioned the creatures’ vulnerability to cold,     check to force or a successful DC 16 Dexterity (thieves’
and Tobber remembered a recent shipment of sixteen           tools) check to open. Breaking a window with a suc-
flasks of alchemist’s ice (a rare substance that functions   cessful DC 15 Strength check or by attacking it (AC
as alchemist’s fire but deals cold damage instead of         13, 5 hp, vulnerability to slashing and thunder damage,
fire damage) in the back. When the characters arrive,        immunity to poison and psychic damage) is the easiest
Tobber and the Sage are searching for the box, keeping       way to gain entry. Most of the building’s interior is
out of sight of the fiends. They find the shipment at a      visible from the side yard (Area A9), and the characters
dramatically appropriate moment, appearing in time to        must be stealthy to avoid being spotted by the under-
help the party against the elemental creatures.              fiend and its attendant ogre (see below).
                                                                                                                           60
                                                                                Among the Damned
     that would still take a few minutes—a flesheater            lost and being killed. Townsfolk that are killed might
     underfiend (page 223) and its lackey, a Phlegeth-           be encountered later as void maggots, particularly if the
     on-corrupted ogre (page 181), spot the posts in this        PCs know any of them personally.
     side yard and decide they’d make excellent racks upon          Running with the Townsfolk. If the party declines
     which to hang captured people. The ogre gleefully           to investigate the palace and chooses to run with the
     hangs several struggling townspeople from the posts,        townsfolk, they go directly to Part C.
     while the underfiend slices open their bellies to drain        If the PCs escape, the Herald later receives a blood-
     their blood and viscera onto the muddy ground. Two          stained letter from the Authority, found by another
     townspeople are already dead, killed by the shock, and      refugee in a broken bottle below a palace window, ex-
     three others hang there, not yet disemboweled but           plaining what the Authority saw in the Fallen Palace
     doomed to a grisly death over several painful hours         after the group escapes the city.
     if not rescued. One of these hanging on the pole
     nearest the cooper’s shop (Area A8) is the Herald, a
     government agent that the PCs should recognize. The            Part B: Fallen Palace
     Herald is particularly grateful if rescued and eager
     to help the PCs, despite being unarmed and injured          After the townspeople around the tavern are secure, the
     (with only 10 hit points currently). The Herald knows       characters should make their way to the palace to find
     that there is a watch house not far that might be safe      out what’s going on; the Herald and the Sage both rec-
     and that is rumored to include some sort of secret          ommend this course of action. The most direct route
     escape route, but that it’s locked and the only keys are    leads to the palace’s western wing. The party should
     with the captain of the guard in the palace.                strive to be quick and quiet, avoiding direct engage-
        The monstrous pair resents anyone intruding on           ments with the invaders. The Sage asks to accompany
     their task and attacks immediately; the creatures do        the party and mostly observes from hiding, gives
     not pursue fleeing characters. If injured, the under-       advice, and uses magic to help when possible.
     fiend uses its Feast on the Fallen on the corpses here
     or upon the ogre, if it is slain.                           Sneaking Through the City
                                                                 As the party sneaks through the city toward the
     Conclusion                                                  palace, they catch sight of fiendish forces entrenching
     The party must determine their next move: either            their position. Many buildings have crumbled, to be
     head to the source of the chaos in the palace or flee       replaced with massive structures of iron and bleed-
     the city immediately. They must also decide what to         ing flesh. Entire city blocks are on fire, although the
     do with any townsfolk they have saved so far.               fiends don’t seem concerned by the flames. Several
        Hiding the Townsfolk. If the party tries to hide         townspeople are jammed into great iron cages, their
     townsfolk before leaving, they can use a successful DC      fiendish slave-takers whipping them mercilessly. In
     15 Intelligence check to disguise the building as burned-   each of these cases, the fiends are plainly too numer-
     out, bloody from already being massacred, empty,            ous for the characters to intervene. Remember also
     or otherwise unworthy of fiendish attention with 10         that fiends farther than 90 feet away from the charac-
     minutes of work. Artisan’s tools might be appropriate for   ter(s) bearing the Sanguine Ward appear as a jumble
     making such camouflage, at the GM’s discretion.             of terrifying shapes rather than as definitive creatures
        Sending the Townsfolk Away. If the townsfolk are         with clear powers and numbers.
     sent to run ahead of the party, they have a good chance        Sneaking to the proximity of the palace takes
     of getting away, but some will likely die and the party     approximately 10 minutes, depending on the size of
     will have a hard time ever knowing what happened            the city. While the party sneaks through the city, they
     to them. The heroes might see some of them again            should make a DC 11 group Dexterity (Stealth) check.
     after escaping the city. If they send the townsfolk         The Sage succeeds on this check if they are present.
     through the sewers, they evade notice by the fiends            On a successful group check (at least half succeed),
     and all survive. If sent via the main roads, half of the    the PCs make it to the palace without being spot-
     townsfolk are slain. If sent via back alleys, some get      ted. If every character succeeds on the check, they
     lost and are slain, but most escape. A character with a     are quiet enough to overhear fiends discussing their
     background involving crime or this city in particular or    orders. A shining gryllus gloats to broken maggots
     who succeeds at a DC 13 Intelligence (Investigation) or     that the city will soon be a defensible beachhead from
     Wisdom (Survival) check can recommend a route that          which to conquer more of the mortal world, and the
     prevents any townsfolk sent via back alleys from getting    Doomgate will be safe from counterattacks.
61
       Among the Damned
   If the group check fails (fewer than half succeed),      The west hall of the palace once allowed dignitar-
it is spotted by a patrol of one shining gryllus (page      ies and diplomats to be greeted in style. The room
217) and four broken maggots (page 205) upon                is now a shambles, its fancy furniture smashed and
rounding a corner. The fiends fight to the death but,       ornaments scorched and melted. The north side
fortunately, their cries don’t draw the attention of any    of the hall has collapsed, completely blocking the
other fiends so long as the characters hurry on their       doors that once exited in that direction. The only
way after the fight. If any characters succeed on the       exit is a marble door leading south. The east side
Dexterity (Stealth) check, then all other creatures are     of the room, which opened directly into the main
surprised for the first round of combat, allowing those     palace chambers, hides behind a floor-to-ceiling
                                                            opaque curtain of fire that spits drops of sizzling
stealthy characters to act first.
                                                            blood.
View of the Palace                                         The curtain of fire and blood in this room is impass-
                                                           able, as it was created by the Archlord to shield the
A hill, bridge, elevated green, grand avenue, or tall
                                                           central rooms of the palace. Every 1d4 hours, the
building should give the heroes a view of the palace
                                                           curtain spits out a roaring jet of flame as the flame
when they are very close to it. They can see that it is
                                                           geyser hazard (page 126), except the roaring pillar
specked with flames and that angry red patches of
                                                           is horizontal rather than vertical. The first jet occurs
strange flesh and metal appear to be growing out from
                                                           1d4 minutes after the party first enters this room.
it, bulging and shifting every minute or two.
                                                           In addition, the curtain of flame automatically deals
                                                           damage to any creature attempting to pass through it,
B1. West Hall                                              as though such creatures were caught in the path of
The ornate stone doors to the palace’s opulent west        the flame geyser, and such creatures are pushed back
hall hang open; one of the doors sits askew and won’t      into the room.
close properly. Once the characters are inside, read or       The door to the south leads to a short hall blocked
     paraphrase the following:                             by rubble and containing the door to the reception
                                                           room (Area 2).
                                                                                                                      62
                                                                             Among the Damned
       Treasure. The ornamentation here, though                   useless relics of the government in order to have some-
     scorched, is still fine, and six gold medallions worth       thing to do. The Authority’s actions may or may not be
     60 gp can be easily pulled from the walls.                   at all useful in dealing with the invasion.The Authority
                                                                  asks the characters whether anywhere in the city is safe.
                                                                  The only place with a view to properly gauge the state
     B2. Reception Room                                           of the city in this part of the palace is the guardroom.
                                                                  Upon hearing the party’s experiences, the Authority
      This stately reception room is littered with chunks of      concludes that the city center, if not the whole city, is
      stone from a collapse in the southwestern corner. Its
                                                                  lost and that retreat is the best option. They know of a
      small tables, stools, and sideboards are coated with
                                                                  watch station that is very defensible and near the edge
      a fine layer of grayish dust.
                                                                  of the city, connected to an escape route through the
     The Authority is the only person currently in the            tunnels. However, the door to the watch station will be
     room. They are frantically searching through the             magically locked. The Authority knows that the captain
     sideboards and stuffing a knapsack with royal seals,         of the guard had the key and was waiting in the nearby
     records, and papers stored here. The Authority knows         guardroom. The captain might still be there—or if not
     that the rest of the Palace is lost, and wants to pre-       the captain, perhaps the key.
     serve as many of the accoutrements of state as possible          The Authority knows that at least two inhuman
     before departing the palace. Unfortunately, they don’t       creatures are in the nearby kitchen (Area B4), but
     know how best to leave: after a quick look into the          it’s the only way to the guardroom since the hall is
     west hall (Area 1), they were nearly roasted by the          blocked. The Authority wants to accompany the party
     flame geyser and believe that exit isn’t safe. They don’t    to the watch station, understanding that sticking with
     realize that the flame geyser only erupts sporadically.      them offers their best chance of survival. The Au-
     They know there are fiends in the nearby kitchen             thority helps out as much as possible without directly
     (Area B4) and can’t leave that way. They are relieved        entering the fray. Later, the Authority and the gov-
     at the characters’ arrival and provide the party a quick     ernment icons they carry can help the heroes appear
     overview of how the place was lost.                          as legitimate leaders to other refugees. In addition,
        The Authority was in a meeting in the throne room         once partly relieved of their trauma, the Authority is
     with the region’s ruler, other significant heads of state,   a reliable person to delegate management activities to
     and other authority figures in your campaign (such as        when the heroes are ready to organize, rebuild, and
     high priests, generals, and so on). The group had con-       fight back.
     vened in confidence to discuss non-specific but dire             Treasure. The Authority carries a potion of greater
     prophecies of some impending, widespread cataclysm.          healing and a potion of healing, which were gifts from
     During the meeting, the ruler asked the Authority            visiting dignitaries that were going to be passed on to
     to fetch the captain of the guard, who was waiting in        the captain of the guard. The Authority offers them to
     the guardroom (Area B6); thus, they had just left the        anyone who looks injured.
     throne room, escaping its cataclysmic destruction by
     mere heartbeats.                                             B3. Serving Hall
        The Authority tells, with hollow-eyed horror, about
     how they looked back to see all of the dignitaries con-      This short hall is lined with narrow shelves, decanters
     sumed by hellfire, their bodies warped and twisted to        of water, and bottles of wine. The room connects the
     create a tear in space and an arch of stone, bone, and       reception room (Area B2) and the west kitchen (Area
     flesh through which legions of armed fiends rushed.          B4). Servers providing food to dignitaries in the con-
     The Authority can describe the greatest of these             ference room would arrange meals here. The glutton-
     fiends, which you should describe as the Archlord you        ous gorging of the grylluses in the kitchen is plain to
     have selected for your Planet Apocalypse campaign.           anyone that takes a moment to stop and listen.
     (Baphomet is suitable for the Phlegethon legion and
     among the easiest to defeat.) The Authority never            B4. West Kitchen
     made it to the guardroom to find the captain, but
     acted immediately to preserve as much of the govern-          This kitchen is a disaster. Food has been pulled off
     ment’s papers and artifacts as possible; they have been       shelves onto counters, where it congeals in a gelat-
     in this room ever since.                                      inous mass. The utensils are scattered across the
        A DC 12 Wisdom (Insight) check reveals that The            floor amid a slurry made from flour, broken bottles
     Authority is deeply traumatized by the experience             of wine, and pungent spices. Doors lead out to the
     and is going through the motions of collecting mostly         north, west, and south.
63
       Among the Damned
                   64
Among the Damned
     A shining gryllus (page 217) considers itself to be         powerful fourth-circle fiend such as the hell hound
     the exquisite gourmand of the unsavory mess here. It        alpha (page 245). The terrible cacophony means that
     is served by two simpering maggots (page 209), that         heroes can easily leave without being noticed, and any
     are objectively terrible chefs but are trying desperately   accompanying NPCs urgently insist upon this course
     to keep the gryllus happy with increasingly varied          of action. Even catching sight of the Doomgate forces
     mixtures, such as plum sauce with spicy peppers, salt-      a character to succeed on a DC 17 Wisdom saving
     and-cream custards, and loaves of bread jammed with         throw or become frightened of the Doomgate until
     lard. The gryllus is more interested in quantity than       they can no longer see the Doomgate. The players
     quality, and is messily wolfing down whatever horrid        should understand that their characters don’t stand
     amalgamations the maggots create for it. Appalled at        a chance of even reaching the Doomgate, much less
     being interrupted in its “delectable repast,” the gryllus   affecting it, at this time.
     attacks, sending the maggots into melee with the most
     dangerous-looking opponent. The creatures don’t
     pursue fleeing characters, and combat doesn’t draw
                                                                 B6. Guardroom
     attention from other rooms.                                 No mere bunkroom or guard post, the western
        The north door leads into the serving hall (Area         guardroom of the palace is where the elite members
     B3), while the other doors both lead into the portrait      of the palace guard plan schedules, organize security,
     hall (Area B5).                                             and store their most impressive armaments. The room
        Treasure. A steel strongbox on a high shelf contains     resembles an office, containing a number of desks
     a bag of beans that the fiends haven’t yet discovered.      on the west side of the room near weapon racks and
                                                                 armor stands. Although the room was plainly once
                                                                 quite orderly, the desks are askew and badly scorched,
     B5. Portrait Hall                                           and corpses of eight uniformed humans hang from
     This opulent hall is adorned with paintings of past         the vaulted rafters with thick twine. One of these
     rulers and dignitaries, each with a brass plaque listing    corpses was the captain of the city watch; the other
     their names and accomplishments. The influence of           seven were members of the palace guard.
     the Underhell is strong here, however, and each of the         The slaughter here was not without cost to the forc-
     portraits shows the figure being tortured by fiends in      es of the Archlord: the guards managed to defeat one
     a fiery hellscape. The accomplishments listed on the        of the two underfiends before being overwhelmed.
     plaques writhe and squirm when read, shifting into          The dead underfiend dissipated entirely, while the
     listings of gruesome agonies instead. The doors in this     survivor hung up the vanquished guards and moved
     hall lead to the guardroom (Area B6) and the kitchen        on elsewhere. The hanging corpses animate as eight
     (Area B4).                                                  broken maggots (page 205) as soon as any living
        This portraits’ evil transformations are stronger to     creatures enter the room, writhing and struggling
     the east, where the figures noticeably wail in their        to break free. Each uses an action to snap its twine,
     frames and their running blood drips out of the             landing on its feet, then moves freely. The maggots all
     frames and down the walls. If the party continues to        fight until destroyed, pursuing creatures that flee from
     the east, the hall opens into the vast central area of      this room if necessary. Combat doesn’t draw attention
     the palace. The throne room is warped and elongated,        from other rooms.
     appearing far too large to fit within even the impres-         The corner of the guardroom has a spiral stair to
     sive dimensions of the palace.                              a high window that reveals a sweeping view of the
        At the heart of the throne room stands the               city and nearby areas, meant for noting fires and for
     Doomgate: a massive rent in reality leading to the          tracking the movements of armies in times of war.
     Underhell, resembling a high arch made of stone,            The city is plainly burning and broken, with waves of
     bone, and pulsating flesh. The opening is flanked           maggots visibly spreading outward from here toward
     by glowering skeletal figures. A corpse’s face or crest     the fringes of the city. Far off, a cacodaemon, briefly
     emerging from the Doomgate’s pillars should feel            visible as a monstrous disembodied head, floats down
     horribly familiar to the character with the Sanguine        a narrow street barely wide enough for its bulk and
     Ward, even if they do not know the nature of the San-       spits a fireball to incinerate a clump of guards. This is
     guine Ward yet. This is the individual that has given       also a good time for the heroes to catch a glimpse of
     them the ward. This is the Doomgate.                        the Archlord the Authority described in its horrific
        Several fiends cavort in and around the Doomgate,        majesty as it subjugates the far side of the city in
     including underfiends paying obeisance to a cack-           spectacular fashion. None of the fiends can be clearly
     ling cacodaemon (page 231) and an enormous and              seen for more than a few seconds at a time due
65
       Among the Damned
to their Hard to See trait. The view also reveals that       From the Palace
dangerous as their trek here was, it is plainly the least-   With the information from the Authority, the
burned and least-mutated area close to the palace.           characters now know that the palace has been overrun
   Treasure. The maggot that was once captain of the         and safe places in the city are few and far between,
city watch, distinguishable by his showier uniform,          so fleeing the city entirely is the best bet. This will
bears a magical key (to the city watch stations) called      be a dangerous run, as the main roads are crowded
the watchmaster’s badge. In addition to its use in Part      with fiends and fleeing refugees. However, the Herald
C, the bearer of the watchmaster’s badge can use an          believes—correctly—that an underground entrance
action to cast the knock spell with it. Once used in         beneath the watch station leads out of the city.
this way, the watchmaster’s key can’t be used to cast                        Because the fiends expect all resistance
knock until the following dawn.                                                to come from the outer edges of the
   In addition, the weapon racks in                                             city, sneaking back to the Heavenly
the room feature a looted display                                                  Bakery (Area A7) is easier than
case with a satin pillow, the                                                       heading to the Palace was. The
glass of which has been                                                                       group Dexterity (Stealth)
smashed. On the floor                                                                           check to avoid fiends
below is a +1 weapon                                                                            now is DC 8.
of a sort suitable                                                                                 Collecting the Hid-
to a hero’s                                                                                      ing Townsfolk. If the
fighting                                                                                         party left the towns-
style (or                                                                                     folk in hiding while they
a +1 glaive                                                                                    went to the Palace,
if no obvious                                                                                     collecting the them
choice presents                                                                                    is on the way to the
itself ). On an                                                                                     watch station. If no
elevated armor                                                                                      effort was made to
stand is a suit of                                                                                  conceal the hiding
mithral breastplate                                                                                   place, the group
armor.                                                                                                   has drawn the
                                                                                                          attention of
  Part C:                                                                                                 a fiendish
                                                                                                          patrol unless
   Retreat                                                                                               they arranged
                                                                                                          a clever way
Part C begins a little                                                                                     of keeping
differently depending on                                                                                   fiends from
whether the heroes are                                                                                    investigating
fleeing directly from the                                                                                 the hiding
tavern neighborhood (Part                                                                                 spot. If the
A) or coming from the palace (Part B). Throughout                                                      group was dis-
the retreat, any NPCs with the party rush ahead when                                  covered, a bossy leering gryllus
trouble arises, all the while urging characters not to       (page 215) directing three broken maggots (page
stand and fight. Most fiends aren’t fast enough to keep      205) to check storefronts and alleys barks down
up with a group that keeps moving, especially with all       the door just as the party comes within view of the
the rubble and buildings around to provide cover.            scene. Any hero who succeeds on a DC 10 Dexterity
                                                             (Stealth) check can approach to within 30 feet before
From the Tavern Neighborhood                                 the fiends notice them, but this gives the fiends time
As the party leaves the epicenter of the fiendish inva-      to enter the shop (where they can find cover) and kill
sion, they find the fiends’ lines have pinched in from       one of the townsfolk, whose horrified screams echo
both sides ahead of them. The Herald urges them on-          down the street.
ward to the watch station and out of the city, and not
to engage the overwhelming forces if they can escape.        The Rear Lines
                                                             Humanoids flee before the nauseatingly hard-to-see
                                                                                                                           66
                                                                                Among the Damned
     maggots, grylluses, and underfiends in the distance      ✼ C reate a distraction to slip by: DC 12 Charisma
     along every major street. Fiends break, burn, and           (Deception) check
     smash objects and parts of buildings. They bend any      ✼ Evade: DC 12 Dexterity (Acrobatics) check
     metal they can find into cages and shackles. Animals
                                                              ✼ Follow behind another creature: DC 12 Dexterity
     run in a panic, as do scattered mobs of people. Some
                                                                 (Stealth) check
     mortals collapse in horror and exhaustion, only to be
     crushed or shackled or caged. Rather than                                      ✼ Push through the crowd or
     beginning combat, this chaos is best                                               go over rubble slowing other
     handled in an abstract fashion.                                                     creatures: DC 12 Strength
     The heroes cannot win, just sur-                                                     (Athletics) check
     vive and escape. They might                                                           ✼ Ride around and over
     try to sneak slowly through                                                              creatures: DC 12
     back alleys or rush straight                                                             Wisdom (Animal Han-
     through.                                                                                 dling) or using a vehicle
        Sneaking. PCs who                                                                    ✼ Scare or trick fiends
     attempt to sneak through                                                                    into targeting
     can avoid detection                                                                         someone else: DC 12
     with a successful DC                                                                        Charisma (Deception
     13 group Dexterity                                                                          or Intimidation)
     (Stealth) check. Half                                                                        check
     of any accompanying
     NPCs succeed on their                                                                         ✼ Utter litanies
     checks. If detected,                                                                             that discourage
     the party encounters a                                                                           fiends: DC 12
     bonestrike underfiend                                                                            Intelligence
     (page 221) and a bro-                                                                            (Arcana or Reli-
     ken maggot (page 205)                                                                            gion) check
     emerging from a nearby                                                                           Each time the
     building, who fight to the                                                                       group fails on a
     death but can’t keep up with                                                                     check, one mem-
     heroes who flee.                                                                                  ber of the group
        Going Through. Nav-                                                                            (your choice, as
     igating the panicking                                                                             makes sense for
     people and lunging fiends                                                                         their tactics) is
     requires a series of DC                                                                          targeted momen-
     12 group ability checks.                                                                         tarily by a fiend.
     Unlike most group                                                                               If the group has
     checks, each member                                                                             townsfolk along,
     of the group can                                                                                generally the fiend
     make a different                                                                                attacks one of the
     check. The check                                                                               townsfolk. The at-
     required depends                                                                               tack is not the be-
     on the tactic the                                                                             ginning of combat;
     character uses. To                                                                            instead, the fiend
     make it through, the                                                                         targets the fleeing
     group must succeed on three                                                                creature in a manner
     group checks. Half of any accompa-                                                similar to an opportunity
     nying NPCs succeed on their checks. The group can        attack but does not pursue the target, as other tasks
     turn back at any time, at which point they find their    distract them. The attacks become more serious for
     way back to the tavern and bakery, which have gone       each check at least half of the group failed: first a slam
     eerily quiet. For each hero beyond half that succeeds,   by a wailing maggot (+3 to hit, 2d6 + 1 bludgeoning
     one fleeing refugee can be pulled from harm’s way as     damage), then a bark by a preening gryllus (+4 to hit,
     they go. Reward PCs who think of other clever ways       4d6 thunder damage), then a kick by a bonestrike
     to navigate the situation.                               underfiend (+6 to hit, 2d6 + 3 bludgeoning
67
       Among the Damned
damage), then the target is caught in the edge of a         reach the watch station quickly and find
rampant cacodaemon’s fireball (save DC 15 for half,         the last guard inside, a dwarf named Rudia
8d6 fire damage). If the group fails a fifth or subse-      Thunderblade, bleeding out in a daze amongst
quent time, alternate between an underfiend kick and        a mass of guard corpses. If someone knocks on the
a fireball just catching one character. You can also have   door, she mumbles the password and it opens, but
townspeople die automatically without rolling.              then dies within 1 round unless stabilized. Still caught
   On the third success, the group gets ahead of the        in the lingering confusion effects of Underhell magic,
fiends just in time to encounter the Parting Shot           she perceives the corpses as fiends, rather than her
below.                                                      companions; she doesn’t know why the barracks was
                                                            filled with fiends, but she managed to take them all
                                                            down with her. She is horrified if she learns she was
Parting Shot                                                tricked into killing her fellows, but quickly resolves to
As the party gets ahead of the fiendish lines and reach-    get revenge. (Most of the guard were affected by this
es streams of screaming refugees, they hear a whistling     confusion effect and attacked each other; Rudia did
sound overhead, growing louder as the seconds pass.         not necessarily kill each and every one of her compan-
A flying boulder plated with metal and wriggling flesh      ions.)
soars from near the Palace to strike a nearby building,
toppling it partially upon the heroes. Each creature
in a 30-foot square area under the falling wall (which      C1. Watch Station Main Floor
catches the forward-most of the group) must make a          The stone door of the watch station is shut tight,
DC 15 Dexterity saving throw. On a successful save,         magically locked with arcane lock, and cannot be easily
the creature can use its reaction to move up to its         opened from the outside without magic or through
speed to get out of the way. On a failed save or if the     destroying the door. A spell or effect that detects the
character cannot escape the affected area in a single       presence of magic, such as detect magic, reveals an aura
move, the creature takes 2d6 bludgeoning damage and         of abjuration magic on the door. The watchmaster’s key
is restrained until another creature uses an action to      opens the door easily; otherwise, a successful DC 26
succeed on a DC 15 Strength (Athletics) check. The          Dexterity (thieves’ tools) check is required to pick the
rubble is difficult terrain. Each round that the group      lock or a successful DC 28 Strength check is required
has not all gotten past the rubble, a broken mag-           to break it down (these numbers include the +10 for
got (page 205) stumbles out of the rubble to attack,        the arcane lock spell).
preferring a trapped target. No matter how effective
the PCs are in combat, broken maggots keep coming            This large stone room has several benches with rings
until the PCs either perish or flee.                         for manacles, a few desks and bookshelves, and two
                                                             large empty cells at the rear. A stone staircase leads
                                                             upwards. The room’s only entrance is the stone door
Outside the Watch Station                                    to the street while several small barred windows
When the party reaches the watch station, read or            to admit light. The corpses of several members of
                                                             the city watch litter the room, each with a weapon
paraphrase the following.
                                                             gripped in their lifeless hands.
 Solid and blocky, the two-story watch station stands
 near the city wall. A wide plaza with three empty          This room stinks of death. A cacodaemon’s confusion
 stocks stands near the watch station’s stone door;         spell caused all the watch members stationed here to
 one of the stocks is badly stained with fresh blood.       see each other as fiends, so they attacked one another
 The building’s only windows are small, barred open-        with furious abandon until they had all killed each
 ings less than a foot square.                              other. The watch station’s main floor is littered with
                                                            corpses of these city watch members. Discovering
The watch station has a large, jagged hole in its roof,     what happened to the bodies requires a successful DC
but as the roof is flat and isn’t visible from the ground   12 Wisdom (Medicine) or Intelligence (Investigation)
level, the characters are unlikely to realize the watch     check.
station has already been breached. Unless the PCs              When the townspeople realize that the watch
arrive here particularly quickly (see below), all the       station isn’t nearly as safe as expected—either because
guard inside are dead, having murdered each other in        the characters discover the evidence of fiendish magic
the grip of Underhell magic.                                or the hole in the barracks roof—they ask the party
     After a Hasty Retreat. If the heroes fled imme-        to escort them out of the city. If the safest place in the
       diately rather than heading to the palace, they      city isn’t safe any longer, it’s time to leave.
                                                                                                                         68
                                                                               Among the Damned
        The stairs lead up to the watch station barracks          should be enough time for the party to flee the watch
     (Area C2); the staircase also contains a sealed entrance     station; staying put is clearly untenable.
     to the sewers (Area C3). The Herald knows where
     the entrance is and that it leads through the sewers         The Secret Passage
     to an exit outside the city. Otherwise, identifying this     The secret entrance from the watch station staircase
     seam in the wall as an exit requires a successful DC 15      leads hundreds of feet through twisting passages.
     Wisdom (Perception) or Intelligence (Investigation)          Most paths are bricked up, leaving one route almost
     check. Alternatively, investigating the watch members’       straight toward the city edge through a dry former
     notes identifies it, as they all knew of the secret escape   sewer that ends at stairs down into the current city
     route but didn’t have the opportunity to use it. If the      sewers. Assuming the PCs seal the entrance above
     PCs arrived quickly enough to save Rudia, she can            them, this dry stair can be used to take a short or long
     point it out and suggest using it.                           rest undisturbed.
        Drawing Attention. If anyone on the main floor
     is particularly noisy—and any group of more than a
     dozen people is bound to be noisy unless they take           C3. Sewers
     great pains to stay quiet—the fiends in the barracks         At the bottom of the stairs, offal running down a
     above come down the stairs to attack. A character can        channel in the middle of the sewer tunnels is mal-
     get the group’s attention silently with a successful DC      odorous and can expose anyone immersed in it to the
     15 Charisma (Persuasion) or Dexterity (Sleight of            sewer plague disease. Luckily, there are sufficient dry
     Hand) check.                                                 ledges on either side of the channel of filth to avoid
        Treasure. If the party took the time to go to             stepping in it. The effects of the Underhell invasion
     the palace, the last of the dead watch members to            taint even these sewer passages, causing the filth in the
     succumb was a rugged dwarf woman named Rudia                 central channel to occasionally lurch as though alive,
     Thunderblade who still wears her half plate armor,           and creating infestations of blind, wriggling parasites
     which is intact. She scrawled a final message on the         in corpses that float in the sewage.
     floor in her own blood: “The gaping maw won’t stop              Although the sewer tunnels sprawl under much of
     laughing...”                                                 the city, by the time the party arrives here, the PCs
                                                                  are likely seeking the shortest path to leave the city.
     C2. Watch Station Barracks                                   The sewer outflow is only a few hundred feet from
                                                                  the watch station entrance, but the passages twist and
                                                                  wind through the lair of two otyughs. One is injured
      This low-ceilinged stone room contains rows of bunk
                                                                  and has only 54 hit points remaining, reducing its
      beds and metal footlockers. A few curtains provide a
      modicum of privacy. A pile of rubble in the middle of
                                                                  challenge rating to 3 (700 XP). Although not im-
      the room lies beneath a large hole in the roof.             mediately violent, the otyughs attack creatures who
                                                                  attempt to pass through their lair without calming
     After the fiends poisoned the members of the watch,          them with a successful DC 12 Charisma (Persuasion)
     they still couldn’t easily gain entrance to the watch        check or other quick thinking. A character who the
     station. Assuming there would be an entrance on the          otyughs can’t understand has disadvantage on the
     roof, a cackling cacodaemon (now gone) flew to the           ability check. Healing the injured otyugh instantly
     watch station’s roof, carrying two leering grylluses         makes them trust the characters. They don’t pursue
     (page 215). When they didn’t find an entrance, they          characters who flee around a corner beyond the lair.
     simply blasted their way in, creating the gaping hole           The sewer opening to the outflow sump (Area C4)
     in the ceiling. The cacodaemon flew off afterward,           is protected by a rusted iron grate with bars only a few
     but the grylluses remain. One of the fiends casually         inches apart. Though locked, the grate is old and the
     searches through the footlockers for anything of inter-      lock is simple. Picking the lock requires a successful
     est and checks to make sure no one is hiding among           DC 12 Dexterity (thieves’ tools) check, and forcing
     the bunks. The other gryllus shouts advice from up           the grate open requires a successful DC 14 Strength
     top since it can’t safely hop down. The fiends attack        check. Though these checks can be retried, failing ei-
     anyone they realize is present in the watch station,         ther check causes enough noise to alert the skincloak
     either here in the barracks or on the main floor below.      underfiend in the outflow sump (see below), and it
     The gryllus on the roof has half cover from anyone           uses its flesh facade ability to disguise itself as a beggar
     below the roof. As soon as the gryllus on the ground         to trick the characters when they arrive.
     is defeated, the gryllus on the roof flees, shrieking
     for aid. It doesn’t return for several minutes, but this
69
       Among the Damned
                   70
Among the Damned
     C4. Outflow Sump
      A moist drainage bog sprawls outside the city walls,
      sheltered by twisted trees. The stone sewer opening
      deposits constant rivulets of filthy water. Flames
      dance in the air above the city, visible into the dis-
      tance, and no part of the city seems untouched by
      the fiendish invasion.
                     Conclusion
     As soon as the party is free of the city, they quickly
     escape the area initially claimed by the fiends (and, if
     you used the rules for the Archlord’s Shadow, they es-
     cape the effects of the Shadow as well). Although the
     countryside isn’t safe—rumors of fiendish invasions
     run rampant, and fiends and corrupted creatures have
     begun to plague the lands around the city—the player
     characters have earned a brief respite and have the
     chance to decide what to do with any townspeople
     they’ve saved.
71
       Among the Damned
To Slay Leviathan
The fiends of the Underhell command titanic engines
of destruction, and the largest is Leviathan: an             Adapting This Adventure
artificially designed crocodilian beast the size of a
mountain. The Leviathan is so large that legions of          This adventure works best when it incorporates NPCs
fiends—and, indeed, entire buildings—rest atop its           and places that the party has encountered before and
back as it travels. But Leviathan is no mere transport;      likes or respects. NPCs that the player characters have
it is a hateful and destructive beast that crushes cities,   met before should appear at multiple points in this
levels hills, and demolishes armies.                         adventure, so you should review NPCs they have met
   As some of the most powerful heroes opposing the          and consider how they might fit into the roles here.
Underhell invasion, the characters must find a way to           To Slay Leviathan includes one key NPC and two
stop this titanic beast. The characters must discover        key locations that you should pull from your players’
the beast’s power source: inside it, below the ominous       experience of your setting prior to the invasion. They
cathedral on its back. Fighting their way through the        are listed below. Although the other NPCs in this
cathedral, the characters discover a route through Le-       adventure are less important to the plot, you are en-
viathan’s heart to its brain, as well as the ritual needed   couraged to replace as many of them as you like with
to kill it. Baphomet, the Archlord behind the invasion       suitable NPCs from your previous adventures.
who directs Leviathan’s rampage, sends an avatar of             The Wise One. This character is a vulnerable but
Chthon to stop the characters as they attempt to enact       insightful person that other NPCs worry about. Their
the ritual.                                                  primary role is to be a way for the players to learn how
                                                             to stop Leviathan, not to participate in combat. Some
                                                             time ago, fiends captured the Wise One in hopes of
                                                             using this person as leverage. Suitable characters for
                                                             this role might be a young royal heir; an elderly lord
                                                                                                                        72
                                                                                To Slay Leviathan
                                                                      or lady; or a beloved cultural icon such as a play-
                                                                      wright or actor, or an influential sage. If the heroes
     Scaling This Adventure                                           failed to protect a key NPC in Among the Damned
     If you run this adventure soon after Among the                   or subsequent adventures, that character can serve
     Damned or when the party is at a lower level,                    this role and give the characters a chance to redeem
     beginning with Part 1 provides a good way for                    themselves to boot.
                                                           the
     players to gain more experience before facing                        If you have no suitable NPC, use Lord Khelber
                                                           to
     Archlord avatar. To Slay Leviathan is intended                   Hollis, the leader of the city demolished by Leviathan
                                                           four
      begin with the Early Introduction for a party of                (lawful good human noble). He is just and kind, but
                                                          , or
      7th-level characters, five 6th-level characters                 as a human in his eighth decade, he is quite frail.
      six 5th-level characters. They should gain a level                  Two Cities. The setting of this adventure is the
      in each part of this adventure.                                 back of Leviathan as it crawls across mountaintops
                                                                 2
          If the party is higher level, skip directly to Part         between two cities, one destroyed recently and one it
      and use the Late Introduction. To Slay Leviathan
                                                                      will soon reach. These should be cities your players
                                                          n for       have visited or at least heard of before, and the city
      is intended to begin with the Late Introductio
                                                                      Leviathan is approaching should be one in which they
       a party of roughly four 8th-level characters, five
                                                              .       have a personal investment. The destroyed city might
       7th-level characters, or six 6th-level characters
                                                             g        also be one they cared about, but less so than the en-
       They should gain at least one level before facin
                                                                      dangered city; if they care about it more, its previous
       the Archlord’s avatar.                                         destruction might lead them to frustrated despair
           From either starting point, the party should               rather than a drive to fight.
       reach 10th level (or 9th or 8th level, for larger                  Mountains aren’t necessary in the space between
                                                                  r
       groups) by the time they confront Chthon’s avata               the cities, but it’s best if Leviathan can plausibly pass
       at the adventure’s conclusion.                                  by cliffs (such as on a rough coast), dense forest can-
            This adventure assumes that at least one of the            opies built upon by elves, or other high places with
                                                                on
        characters has the Sanguine Ward as described                  structures, in order both to give the PCs a panoramic
        page 118-19, or that you are playing without      the
                                                                       view and means of getting on top of Leviathan. Levi-
                                                                n,
        special fiendish Underhell fiend traits (Corruptio             athan’s sheer size and destructive wake should instill
        Distant Evil, Hard to See, Murky Divinations,                  a sense of massive threat; even buildings that have
                                                            on
        Sickening Appearance, and Timeless Nature)                     partly survived its attacks are utterly devastated. The
                                                            s
        page 201-2. If you choose to provide the fiend                  Scattered Tower and Skypeak Observatory (below)
        with the Underhell traits and no character has                  should be adjusted in description to reflect places
        the Sanguine Ward, the party should consist of                  from your setting. For example, if Leviathan crushed
         characters of the next higher level.                           through a dense forest, these might have been elven
             To scale up the difficulty of this adventure               structures of strong magical wood (rather than
         by a level or two, you can generally replace one               stone) that Leviathan knocked off of treetops.
         fiend in each combat with the next higher type
         of the same fiend (such as replacing bonestrike
                                                                       As a Stand-Alone
         underfiends with flesheater underfiends) or add               You can run this adventure outside a wider Planet
         one or two wailing maggots to encounters with                 Apocalypse campaign. Simply frame Leviathan as the
          multiple foes. To scale up the difficulty by a few           spearhead of a smaller-scale fiendish invasion that
                                                             r
          levels, replace two fiends with the next highe               has struck but one city, and the heroes are simply
          type or one fiend with a type two steps highe     r          the only characters suited to intercept it that are
          (such as one bonestrike underfiend replaced
                                                                       close enough.
          with one skincloak underfiend), or else add one
           simpering maggot per level you wish to increase
           the difficulty. Replacing the Archlords involved
                                                                         Part 1: On the Back of
           with mightier ones also increases the challenge;                     the Beast
           you might want to change the legions here to
                                                               in
           better reflect their personality and strategies              Encounters on Leviathan’s back outside the San-
           that case.                                                   guinary Cathedral are less challenging than those
                                                                        elsewhere, making them more appropriate for low-
                                                                        er-level characters. This is a place unimportant
73
           To Slay Leviathan
to most of the fiends and the invasion’s logistics, as it
presents relatively little risk to Leviathan or its mis-
sion. Characters can come here from the Cathedral if
they wish to seek out all possible avenues against the
fiends, but it is an unnecessary risk for little benefit
once they are at the Cathedral.
       Early Introduction
The characters are summoned to a mountain range
separating two large cities; use any two applicable
cities in your setting. Leviathan tore through an
opening from the Underhell and destroyed one
of the cities, crushing entire blocks beneath its
bulk. Hundreds of fiends assaulted the land from
Leviathan’s back. After the devastation, Leviathan
began crawling quickly across the countryside and
over the mountains. Although Leviathan diverts its
path to crush the occasional fortress, outpost, or
shrine, its destination is clear: it is headed toward
the city across the mountains, and it will reach it in
a matter of days.
   Either the Herald (see Among the Damned) or
representatives from Leviathan’s next target have
enlisted the characters to find a way to stop the
beast, preferably permanently. They know little about
Leviathan, other than the fact that several fiends ride
atop it and a few buildings adorn its head and broad
back, the largest of which is a soaring cathedral of
sorts. The most important structure seems to be
an immense throne at the crown of Leviathan’s
head; if some way to defeat the creature exists,
it seems most likely to be at this throne. The
NPCs are well-intentioned, but wrong;
Baphomet (or another Archlord you have
chosen to use) has set the throne as a trap,
and the beast’s true weakness is its heart,
which lies beneath the cathedral.
   Further, neither the characters nor
their patrons understand the power
struggles occurring atop Leviathan. The
mighty beast is under the control of the
Archlord Baphomet, who controls fiends
of the Cocytus legion, at least for now.
But Cocytus fiends are prone to extrava-
gant displays of vengeance and infighting.
The characters’ best hope to survive and
reach Leviathan’s heart is to set these vying
factions against one another.
   When this adventure begins, the characters
have gathered at the top of a high cliff in the
 mountains or other high point near Leviathan’s
      path. Ideally, when the beast travels past, the
                                                                                74
                                                            To Slay Leviathan
     characters can simply leap onto Leviathan’s head,             each character a potion of jumping, a frothy blue liquid
     storm the throne, and stop the monster’s rampage.             that imparts the effects of the jump spell for 1 hour.
     From their clifftop vantage point, the characters can            Leviathan’s head indeed passes within 30 feet of the
     see Leviathan’s approach.                                     cliff, although it is 20 feet lower than the cliff’s edge.
        Read or paraphrase the following to get the adven-         A character with a Strength of at least 10 automatical-
     ture underway.                                                ly clears the distance with a running jump, but takes
                                                                   7 (2d6) bludgeoning damage from the fall, as normal;
      The immense monster crawls its way through the               weaker characters must succeed on a DC 10 Strength
      mountains like a titanic horned lizard, its claws            (Athletics) check or land on bony spikes 30 feet
      digging canyons in the earth and the bulk of its body        below the crown of the beast’s head, taking 17 (5d6)
      carelessly leveling hills. Entire buildings sit atop the
                                                                   bludgeoning damage and 7 (2d6) piercing damage.
      beast’s swaying back, writhing with armies of fiends.
                                                                   Further, such characters must climb 30 feet up the
      The largest of these buildings is an ominous cathe-
                                                                   beast’s head. Heroes as experienced as the characters
      dral made of pale stone veined with red, making it
      resemble a mass of bloody flesh, while the grand-
                                                                   might have other ways to clear this distance, such as
      est structure is a mighty, stepped throne atop the           by flying or teleporting.
      beast’s head, situated between two curving horns                Once the characters are atop the crown of Levia-
      each a mile in length. The throne’s occupant, a red-         than’s head, they can make their way to the throne
      skinned humanoid the size of a cottage, is com-              between Leviathan’s horns. The throne looks over a
      paratively small on the gigantic throne. The seated          field of bumpy scales and large ridges. It is a massive
      figure is wrapped in blackened armor and bears a             structure of pale stone and metal, adorned with a fan
      metal helm with curving horns just like the immense          of bone spikes. Sixteen steps, each sized for a giant,
      monster it rides.                                            ascend to the throne.
         Wind whips the edge of the rocky cliff as the beast          When the characters get closer, they can see
      strides inexorably closer. The edge of the monster’s         that the immense figure seated upon the throne is
      head will pass just beneath the cliff—close enough           wrapped in chains and wearing a large closed-faced
      for a simple jump—in mere minutes.                           helmet. This is Gurgar (a fire giant), a prisoner of
                                                                   the fiends and bait for their trap. Gurgar is chained
                Atop A Moving                                      to the throne and can’t see anything with the helmet
                                                                   on his head. The throne’s magic keeps Gurgar alive,
                  Mountain                                         and as long as he’s chained to it and has at least 1 hit
                                                                   point, he regains 10 hit points each turn. Driven mad
                                                                   with pain and terror, the giant attacks anyone who
     Leviathan’s movements cause its neck and back to
                                                                   approaches, though he can be talked down with a DC
     sway as it lumbers across the land, making the ground
                                                                   12 Charisma (Persuasion) check; if the PCs make it
     heave under the heroes. In combat, this happens on
                                                                   clear they intend to free him, they make this check
     initiative count 20 (losing all ties) 1d4 rounds after
                                                                   with advantage.
     combat begins. The ground becomes difficult terrain
                                                                      As soon as the characters approach the throne, the
     until initiative count 20 on the following round and
                                                                   fiends spring their trap. The steps of the throne rotate
     characters standing on the ground must succeed on
                                                                   outward. Half of these steps shoot gouts of fire in all
     a DC 10 Dexterity (Acrobatics) check or fall prone.
                                                                   directions; all creatures within 100 feet of the steps
     Each creature on the ground that is concentrating
                                                                   must succeed on a DC 12 Dexterity saving throw or
     must make a DC 10 Constitution saving throw; on a
                                                                   take 16 (3d10) fire damage. The other 8 steps release
     failed save, the creature’s concentration is broken.
                                                                   howling maggots (page 207), which shamble forth to
        Only two locations on Leviathan do not experience
                                                                   attack anyone they see.
     this swaying: the Sanguinary Cathedral and Levia-
                                                                      Magical or mundane investigation of the throne it-
     than’s interior.
                                                                   self reveals that there isn’t any way to direct or control
                                                                   Leviathan from there.
     The Thronecrown Trap
     The Herald stands with the PCs upon the cliff (or             Freeing Gurgar
     whatever their chosen vantage point), albeit further          The chains anchoring Gurgar to the throne are easy
     back from the edge. They remind the characters of             to remove by unhooking a few key links (requiring
     their mission: to slay the fiend that seems to control        an action but no ability check). Removing the metal
     Leviathan from the throne, then wrest control of the          helm over Gurgar’s head is a more difficult affair, as
     monster to turn it aside or, better yet, kill it. They give   it is welded shut. A successful DC 22 Strength
75
       To Slay Leviathan
(Athletics) check is required to bend the metal enough        Thaxartis leads several hundred fiends, but he wants
to remove the helmet, or a successful DC 18 Dexterity      to arrive first to secure the glory of capturing trespass-
check is necessary to wriggle it free. If the PCs manage   ers. Thaxartis soars in on his griffon, swooping low
to talk Gurgar down, he eagerly promises not to harm       enough to engage the characters in melee. He comes
them if freed. Gurgar is cruel, but he keeps his word.     from the field of lumpy scales; from the height of the
   Gurgar is the last of a tribe of fire giants that op-   throne or its steps, the characters can see the field con-
posed the fiends. Gurgar was imprisoned and brought        tains dozens of void maggots, damned soul swarms,
before a hulking creature with many serrated jaws.         and underfiends, all rushing toward the throne. Other
The monster was clearly a leader among the fiends          than Thaxartis and his mount, the fiends are still
and emanated fearsome power. The lord called himself       several minutes away, even though they are moving as
Chthon, and told Gurgar he had a special place: as         fast as they can. Thaxartis roars as he attacks, taunt-
bait. Chthon instructed the fiends to seal Gurgar in       ing the characters telepathically. “Fools! Our trap is
the helmet and retreated to the cathedral.                 sprung! Armies stand between you and the cathedral!”
   Gurgar is glad to be freed, but he doesn’t help the
heroes or do anything other than flee the area as soon     Escaping the Trap
as he can.                                                 Once the heroes defeat Thaxartis, they realize that
                                                           they can’t hope to press through the army of fiends
The Fervent Fiend                                          approaching their position. However, there is a one
The trap in the throne did more than simply eject some     avenue of escape: Leviathan’s curved, mile-long horns
flame and howling maggots; it also alerted a nearby        shake from side to side as the beast lumbers through
fiendish general, Thaxartis (a flesheater underfiend of    the mountains, slamming into its body now and
the Cocytus legion; page 133). He flies on the back of     again. The characters can race along one of the horns
his half-tamed griffon, who shares Thaxartis’s taste for   and, as the horn touches its body, leap onto Levia-
meat and has the Cocytus corruption trait (page 165).      than’s back far behind the onrushing fiends. Jumping
They take some time to arrive; the heroes should have      to the monster’s body would normally be particularly
     enough time to examine the throne and deal with       difficult (Strength [Athletics DC 20), but characters
        Gurgar before Thaxartis arrives.                   that still benefit from the potions of jump can make
                                                                                                                        76
                                                                               To Slay Leviathan
     such an impressive leap automatically, so long as they      has been occupied by a coven of five wicked hags.
     reach the end of the horn within the potion’s 1-hour        These creatures learned of the impending invasion of
     duration. This should give the party enough of a head       the Underhell, but bickered about what to do about
     start on the pursuing fiends that they can escape into      it, if anything. Three threw their lot in with the fiends
     the rough terrain on Leviathan’s back.                      and swore allegiance to the Pandemonium legion,
                                                                 while the other two remained isolated and unaffil-
                                                                 iated. Shortly thereafter, Leviathan passed by and
     Along the Horn                                              collapsed the tower, causing the upper spire levels to
     The characters can climb onto Leviathan’s horn fairly       crumble across its broad back. One of the unaffiliated
     easily, as it sprouts from the crown of its head near the   hags was killed in the collapse, and the Pandemoni-
     throne. The horn is large enough that moving along          um hags took advantage of the disaster to blind and
     it poses little difficulty so long as the characters stay   imprison their youngest sister—a cunning green hag
     away from the curved edges. The horn’s extreme sway-        named Katella—within their magic cauldron. The
     ing constantly imposes disadvantage on all Dexterity        Pandemonium hags dislike the vindictive rages of the
     checks.                                                     Cocytus fiends controlling Leviathan and have en-
        Even beasts like Leviathan have their parasites,         acted damaged (but still effective) wards on the spire
     and two bizarre elemental creatures feed on the bone        fragments to deter the fiends. They reached out to
     inside Leviathan’s horns. These two bonechewer para-        fiends of the Pandemonium legion, but they haven’t
     sites have the statistics of xorns, but their earth glide   yet received any response.
     and stone camouflage abilities only function in bone           The stone of the spire now lies strewn across Levi-
     or keratin. They emerge from the bone in front of and       athan’s back, but entire chambers remain intact amid
     behind the characters, scenting their strange metals        the rubble. These chambers are all made of sturdy stone
     and bone. The parasites attack eagerly, but a parasite      reinforced by magic. The stairs between each chamber
     retreats if it acquires at least 10 pounds of metal or      are part of the rubble, and gaps in the walls provide en-
     the amount of bone in a human femur. A parasite re-         trance to each room. Each surviving chamber is canted
     duced to fewer than 30 hit points flees into the horn.      at a strange angle—although no two are angled the
        Once the heroes reach the end of the horn, Levia-        same—and each is therefore difficult terrain. The walls
     than shakes it to within 20 feet of its body after 1d10     on the edge of each chamber can be used for cover.
     rounds. Although the pursuing fiends might come
     distressingly close in this time, once the heroes make
     the leap, the fiends can’t follow except by taking the      1. Spider Lair
     long way around, giving the heroes some breathing
     room and the freedom to approach the cathedral, still        A tall tower tipped across the monstrous beast’s
     miles away, with caution.                                    broad back and broke up into large chunks. Each
                                                                  appears to have once been one of the rooms of the
                                                                  spire, but instead of stacked atop each other, they
     Along the Back                                               are scattered across Leviathan’s back as a chain of
     Once the heroes escape from the fiends and any other         rubble. Fragments of staircases leading nowhere jut
                                                                  from the now-separated rooms.
     pursuers, they find themselves traveling miles along
     Leviathan’s back. If the group doesn’t keep moving          The hags kept three phase spiders in one of the
     or hide themselves well between spines, they encoun-        lower rooms of their spire to ward off intruders. The
     ter a random group of fiends (roll on the Level 5–7         hags all doted on the creatures, feeding them choice
     encounter table; page 338) after 1d4 hours and again        morsels from their victims. When the spire collapsed,
     every 1d12 + 10 hours thereafter. A successful DC 15        the phase spiders simply shifted to the Ethereal Plane
     Wisdom (Survival) check or Intelligence (Investiga-         and then back again in their former lair. They are just
     tion) check can locate a good hiding place.                 starting to wonder what became of the hags that fed
                                                                 and coddled them, and they’ve grown hungry; eager
           The Scattered Spire                                   for a meal, the spiders attack anyone that approaches.
                                                                 They shift to and from the Ethereal Plane to make
                                                                 their attacks, although the spiders don’t coordinate
     One of the many marvels of civilization destroyed by
                                                                 their attacks with each other and simply lash out at
     Leviathan was a tall tower built in the high moun-
                                                                 the plumpest opponent.
     tains. Historically used as a watch post, a hermitage
                                                                    Hag Ward Eye. One of the knots of webbing
     for anchorites, or a signal tower, this sturdy spire has
                                                                 contains a bloody eyeball. The characters can lo-
     survived for over a thousand years. Most recently, it
77
       To Slay Leviathan
cate it with a successful DC 16 Wisdom (Perception)         successful DC 18 Intelligence (Investigation) or Wis-
check; otherwise, it takes an hour of searching to find     dom (Perception) check, but an hour of nauseating
it. This is one of the eyes Katella can use to create the   searching also finds it automaticaly. This is one of the
hag ward (Area 3).                                          eyes Katella can use to create the hag ward (see area 3).
                                                                                                                        78
                                                                                To Slay Leviathan
     hags lairing in the spire; in the confusion of the          of my own dear bed. Or, you need not fetch all these
     tower’s collapse, she doesn’t know where they’ve            eyes—some of your own will also suffice.”
     gone. If the heroes can slay the surviving hags,
     Katella will be freed and able to aid them with            If the characters don’t want to make this bargain—
     her magic. Katella’s tale is all technically                        perhaps they find working with Katella
     true, but she neglects to mention that                               distasteful or don’t trust what she’ll do with
     she is also a hag. A DC 21 Wisdom                                    the eyes—they’re free to go on their way.
     (Insight) check suggests that there’s                                Katella doesn’t fight them and merely cackles
     more she isn’t saying, but every-                                   to herself as the heroes depart.
     thing she did say was true.                                                              Katella’s offer is genuine,
        Treasure. Although most of                                                           however; she doesn’t have
     the materials lining the walls are                                                        any desire to let the fiends
     valueless trinkets the hags use for                                                       rampage through her fall-
     their magic, one small pouch                                                               en home. If the characters
     is a rust bag of tricks. Katella                                                           fetch the necessary eye-
     doesn’t mind if the heroes                                                                balls for her to create the
     take it, but she doesn’t                                                                 hag ward, Katella remains
     offer it to them if they                                                                here, muttering incanta-
     don’t ask.                                                                             tions over the cauldron. No
                                                                                           matter how many eyeballs the
     Liberating Katella                                                                  characters bring back, Katella
                                                                                         uses them to enact a shimmer-
     When the heroes return
                                                                                         ing magical ward that connects
     to this chamber after
                                                                                         all the crumbled remains of
     killing the hags in the
                                                                                         the spire and prevents fiend-
     spire belfry (Area 4),
                                                                                         ish travel across this part of
     Katella rises from
                                                                                         Leviathan’s back. Katella isn’t
     within the cauldron.
                                                                                          kidding about the PCs provid-
     She initially appears
                                                                                          ing their own eyes; an eye that
     as the beautiful blind
                                                                                          a PC plucks willingly from
     elf, but the process
                                                                                          their own head functions for
     of restoring her form
                                                                                           the hag ward. If the characters
     ends this illusion.
                                                                                          provide only a single eye, the
     Katella grimaces at
                                                                                     hag ward lasts for a day. With two
     the heroes, making
                                                                                    eyes, the hag ward lasts for 3 days.
     her warty face particularly
                                                                                      With three eyes (or more), it lasts
     repulsive. Her eyes become
                                                                                      for a week. Katella informs them
     scarred, empty sockets, as
                                                                                        how long the ward is likely to
     Katella is just as blind in
                                                                                        last, allowing the characters
     this form as in her illusory
                                                                                       to plan their travel (and rest)
     one. Still, Katella is shrewd;
                                                                                      accordingly.
     she knows her illusion has
     failed, but she has an offer to
     make.                                                                     4. Spire Belfry
      “Ah, so you know sweet Katella is more                     This conical room was obviously once the very top of
      like her sisters than you expected. No matter—let’s        the spire, as its weather-beaten stone shingles still
      not fight, my honey doves. I owe you a favor, and I        form a narrow point. Several chains hang from the in-
      know what you little loveys need most. You’re both-        terior beams, supporting a cloudy glass orb the size
      ered by the Angry Ones, who chase and chase and            of a boulder. Mesmerizing clouds within the chained
      rend and kill. There was powerful magic in this spire      orb whirl and dance in a captivating manner.
      once, wards strong enough to keep even an army of
      fiends at bay for a time. I can rebuild the ward, but I   The hags’ greatest prize was this crystal ball. The
      need some eyes to do that. Three eyes, at least. One      fiendish taint over the world has befouled the crystal
      hangs in the webs of our dear pets, another around        ball, however, and it no longer functions as it
      the neck of my sister, and the other in the soft pillow
79
       To Slay Leviathan
once did; instead, it drains the souls of those who          fight them all at once. The fiends are used
look too deeply into it. The hags now call it the Eye        to wails and cries echoing through the pass, so
of Pandemonium. A creature that can see the Eye of           they don’t consider sounds of battle to warrant in-
Pandemonium that starts its turn within 30 feet of it        vestigation. Unusual noises—such as the rusty squeal
must make a DC 15 Constitution saving throw. If the          of the gates being closed or the roars of large beasts or
saving throw fails, the creature is restrained and suffers   explosions—bring the nearest group of creatures to
one level of exhaustion; if the saving throw fails by        investigate.
5 or more, the creature is restrained and suffers two
levels of exhaustion instead. A creature can choose to
look away from the Eye of Pandemonium at the start of
                                                             1. Forward Gate
its turn, but then it can’t see the Eye of Pandemonium
                                                              High stone walls jut out from ridges of bone and flesh
or anything within 5 feet of it until the start of its
                                                              along the beast’s back, framing a wide gate of metal
next turn, when the viewer can look away again. If the
                                                              and wood nearly 30 feet tall. The top of the gate is
creature looks at the Eye of Pandemonium in the mean-
                                                              lined with skulls on spikes that flicker with orange
time, it must immediately make the save. The Eye of           fire.
Pandemonium is a particularly powerful and vile item.
It can’t be removed from the chains, and it can only         Two gates protect Dragonback Pass in the event
be destroyed by dousing it with holy oil and striking it     of slave revolt or Leviathan being set down for an
with a magic weapon or iron hammer.                          extended period. As the fiends need to come and go
   Three Pandemonium-corrupted green hags (page              quickly across the back of Leviathan during the cur-
179) are using the Eye of Pandemonium to attempt to          rent invasion, the gates stand open. Two bonestrike
contact distant fiends of the Pandemonium legion,            underfiends of the Cocytus legion guard the forward
so far without success. They shriek if surprised by          gates.
intruders and attack. They’re open to negotiation, as           The stone walls and gates require successful DC 20
they always want more power or ways to contact their         Strength (Athletics) checks to climb, made with dis-
fellow fiends, but not if the characters mention their       advantage because they are slick with moisture from
imprisoned sister, Katella. The hags are immune to the       the pervasive fog. Applying flame to the stone dries it
crystal ball’s effects, but they understand its power and    enough to avoid this disadvantage.
attempt to remain next to it while they fight to ward           Closing a gate takes several minutes, and the rusting
off close attackers.                                         metal makes a grating and distinctive squealing sound.
   Hag Ward Eye. Each of the hags wears a gruesome           Once closed, the gates can be secured with large metal
necklace made of humanoid body parts: finger bones,          locking bars from the inside. If the characters want
stitched lips, and withered eyes. The central eyeball on     to jam the gates permanently closed—such as to slow
this latter necklace is the one Katella requires to create   the army of fiends pursuing them—a successful DC
the hag ward (Area 3).                                       13 Dexterity check does so by disabling the mecha-
   Treasure. The hag’s necklace of stitched lips is more     nism. This check can be made using thieves’ tools, but
than a gruesome adornment; it functions as a necklace        doesn’t require them.
of adaptation.                                                  The fiends pursuing the party are stopped for at
                                                             least a day by a jammed gate. Even though some of
         Dragonback Pass                                     the fiends can scramble over the wall, they need to
                                                             get the gates open for the rest of the army to pass
                                                             through.
Where Leviathan’s forelegs meet its body, two high
ridges of scales create a single, wide valley. The fiends
call this gap Dragonback Pass and they bring living          2A. Guest Barracks
victims here for torture and worse amusements.
The area is shrouded by an unpleasantly warm mist,            This stone building has reinforced metal corners. The
formed of sweat and other secretions from this partic-        doors are made of wood reinforced with iron bands
ularly active area of Leviathan’s body. The fog makes         and its roof is crenelated.
this area lightly obscured, imposing disadvantage on
Wisdom (Perception) checks that rely on sight and            Although the fiends of the Underhell don’t need sleep,
preventing vision beyond 40 feet.                            they occasionally hire mercenaries or other special
    Although there are several tough fiends in Dragon-       agents that do. This building is set aside as a barracks
      back Pass, the characters aren’t likely to have to     for such guests and contains three bunk beds and
                                                             three chests. A small alcove in one corner contains a
                                                                                                                         80
                                                                                 To Slay Leviathan
     badly stained commode. A trap door in the ceiling           fiends bound Farlisk’s ghost into the clay jar, but did
     leads to the roof; anyone on the roof can duck behind       so inexpertly—the ghost rattles the lid because it has
     the crenellations to get three-quarters cover from          nearly broken free of the wards carved inside the jar.
     attacks originating from the ground. Two doors lead         To keep the ghost contained, the fiends placed a roil-
     out of this building: one into the pass, and the other      ing damned soul swarm (page 199) of the Cocytus
     to the barracks prison (Area 2B).                           legion in the cell. The swarm remains invisible while
        The barracks contains only one guest at the mo-          it guards the jar.
     ment: a vindictive human assassin named Elspeth                The situation in the cell is particularly tenuous, and
     Hanienner. Tall and stout, Elspeth has a wide,              any disturbance to the jar causes its lid to fly off and
     friendly face and looks more like an innkeeper or           the dwarf ’s ghost to surge free. The angry ghost roars
     brewer than a killer. Elspeth startled the fiends with      his rage at being trapped, saying, “You will pay for
     her thirst for murder, and they’re letting her stay here    trapping me!” The ghost attacks unless calmed with
     until their superiors decide whether to commission          a successful DC 13 Charisma (Persuasion) check, or
     her or make her a prisoner. Elspeth doesn’t much care       by displays of holy symbols of lawful or good deities
     either way; if the fiends try to imprison her, she plans    or other indications of noble intentions. The damned
     to escape and sell her services as a fiend hunter. For      soul swarm also attacks, determined to get revenge
     now, though, Elspeth defends Dragonback Pass from           on whomever denied it its charge. The ghost and the
     troublemaking intruders. Elspeth is currently resting       soul swarm aren’t allies of each other, but they can’t
     on one of the bunks, sharpening her blades, but she’s       hurt each other, either. The ghost attacks until it sees
     alert. If she suspects trouble, she climbs to the roof to   a character dispatch the soul swarm (or any other
     scan the area and make sneak attacks with her light         fiend); at that point, it’s certain the characters aren’t
     crossbow. Faced with tenacious enemies, she sneaks          working with the fiends. It raises its hands in a salute,
     over to the Pit (Area 3) and releases the simpering         bestows the effects of an aid spell on up to 3 charac-
     maggots there to run amok. If reduced to fewer than         ters it can see, and vanishes.
     20 hit points, she flees to the Sanguinary Cathedral
     (Part 2). She also leaves if convinced helping the
     fiends is suicide with a successful DC 15 Charisma
                                                                 3. The Pit
     (Deception, Intimidation, or Persuasion) check. If
     she is convinced to leave, she tells the party about the     A scar in the monster’s back serves as a pit 15 feet
                                                                  deep. A shallow ramp into the pit ends at a wooden
     layout of the pass and the elevators in the base of the
                                                                  wall with a single narrow door. The pit is filled with
     cathedral, and she doesn’t object to heroes following
                                                                  bones sticking up from a thin layer of blood. Four
     her route so long as it’s not closely enough to give         humans hunch in the gore, their backs covered with
     away her position if they are caught.                        scars. They whine piteously.
        Treasure. A thorough search of the bunks reveals a
     few items left behind by previous occupants: a pair of      When the fiends can’t rouse particular prisoners to
     gold-rimmed spectacles worth 50 gp, a fine wooden           consciousness for more tortures, they throw them
     pipe worth 75 gp, and a circlet of blasting.                into this horrid pit, where they expect them to die.
                                                                 Occasionally, souls that expire here find release, but
     2B. Barracks Cell                                           the nearby Spider Engine (Area 4) normally captures
                                                                 them to create damned soul swarms. A few prisoners
      A barred cell juts from the blocky stone building, its
                                                                 reawaken as maggots, such as these three simpering
      only door leading into the building. Several shards of     maggots (page 209). The fiends haven’t released them
      broken pottery litter the floor of the cell, surrounding   yet; if the door to the Pit is opened (via a simple exte-
      a tan clay jar the size of a rain barrel. The jar’s lid    rior latch), the maggots rush out and attack.
      rattles slightly.
81
       To Slay Leviathan
                    82
To Slay Leviathan
     A mechanical marvel invented by a deranged halfling           their incomplete state, the soul swarms can’t yet re-
     necromancer, this building contains machines that             main outside a cage for long. Each time a soul swarm
     imprison the souls of the recently slain. The halfling        leaves its cage, roll 1d4; after that many rounds, the
     offered this machine to a summoned fiend of the               soul swarm must return to its cage for 1 round. If
     Underhell, who took the machine and made the hal-             prevented from doing so for a full round after its time
     fling its first victim. Called the Spider Engine for its      limit, the soul swarm is destroyed.
     resemblance to a massive metal arachnid, the structure
                        was brought from the Underhell to aid
                            in the invasion.
                                                                   4B. Spider Engine Interior
                                    The cages collect, separate,
                                                                    An array of pistons and squat drums fills this room,
                                      and recombine souls
                                                                    clouds of steam reeking of oil mingling with the
                                           for formation
                                                                    unpleasantly moist fog of the pass. The cacophony in
                                                 into damned
                                                                    this room consists of banging, grinding, and ghostly
                                                                    shrieks.
83
       To Slay Leviathan
  Treasure. The only component of the Spider                     The fiends haven’t used this gatehouse in
Engine that can be retrieved whole is an eversmoking             a long time, preferring to guard the gates in
bottle that emits unsettling shrieks for a moment                person (Area 7). They instead rigged it as a trap to
whenever it is opened.                                           immolate escapees that try to hide out here. The trap
                                                                 has worked so well that the fiends occasionally allow
                                                                 prisoners to escape just long enough to see whether
5. Torture Chamber                                               they’ll set it off.
                                                                    Explosive Door: This trap is activated when the
 This room contains a rack, an iron maiden, finger               door is opened, releasing a magical gout of flame from
 screws, and other bloodstained implements of
                                                                 inside the building. A successful DC 15 Intelligence
 torture. Gobs of flesh litter the floor. The air here is
                                                                 (Investigation) check spots the trap on the door, as
 stiflingly hot from two glowing fire pits in which the
 ends of metal pokers burn red-hot. Several prison
                                                                 well as the pattern of scorching on the door frame.
 cells line the back wall of this room, and doors lead           Detect magic or similar effects reveal an aura of evo-
 out to the pass.                                                cation magic on the door. When opened, the door
                                                                 shoots a spray of fire. Each creature within 30 feet of
The imagination of fiends is legendary when it comes             the door must make a DC 13 Dexterity saving throw,
to torture, but they use this room for the old-fashioned         taking 22 (4d10) fire damage on a failed save and half
techniques. As most fiends are out collecting mortal pris-       as much damage on a successful one. A successful
oners at the moment, the room appears empty. How-                dispel magic (DC 13) disables this trap. The trap isn’t
ever, the fire pits contain the torturers’ assistants: two       triggered by entering the gatehouse another way, such
Hades-corrupted fire elementals (page 175). When                 as through the window. Creatures larger than Small in
any non-fiend creature not already in chains crosses this        size must succeed on a DC 15 Dexterity (Acrobatics)
room, the fire elementals burst from the fire pits and           check to squeeze through the small window.
attack. If the characters call out first, the prisoner Wallick      Treasure. Anyone entering the gatehouse and
(see below) warns them that the fires in the pits are alive.     looking around finds a mace of terror under some
The elementals don’t pursue those who flee.                      smelly rags. This weapon is left over from when guards
   The cells at the back of the room are latched with            actually used this building and its head is engraved to
hasps on metal plates that can be opened easily from             look like a laughing skull.
the outside, but not from the inside. The cells contain
only a single living prisoner, a lawful good human               7. Hind Gates
scout named Wallick. Still dressed in leather armor,
Wallis is a slight, blond man with hopeful green eyes.
                                                                  Stone walls extend from either side of the pass,
The scout is both unreasonably brave and dedicat-
                                                                  meeting at a wide metal gate 30 feet high. The metal
ed; he infiltrated Leviathan to find the Wise One                 bars of the gate are carved with several spiky runes
(by default, his missing liege, Lord Khelber Hollis).             and jagged lines.
Wallick believes the Wise One is being kept in the
cathedral on Leviathan’s back, along with two other              This gate operates much like the forward gate in Drag-
dignitaries: General Arvennia and Lacey the Golden.              onback Pass, except it is guarded by a hazy damned
Wallick hasn’t received much harsh treatment from                soul swarm (page 199) that conceals a bonestrike
the fiends yet because he confuses them; they worry              underfiend (page 221). Both serve the Cocytus legion.
that he’s more powerful than he appears, or that he’s               Once closed and secured, the runes activate to
part of some mortal trick. In fact, Wallick is just as           charge the gate with electricity. A creature touching
he appears: determined and inexperienced. He tells               the gate thereafter—including to open it or to jam
the party what he knows and asks them to free him                it shut—must succeed on a DC 14 Dexterity saving
so he can continue his mission. He asks to join the              throw or take 21 (6d6) electricity damage. A success-
adventurers if he learns that they are also going to the         ful dispel magic (DC 14) spell cast on the gates dispels
cathedral, but he’s also willing to go it alone.                 this effect.
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                                                                                     To Slay Leviathan
     Key among them was a wise, ancient elf known only             The astronomers tell the heroes that their observa-
     as Starwatcher. When Leviathan passed beneath the          tory slid off its crumbling peak and onto Leviathan’s
     observatory, the site crashed onto its back. Only          back. They mourn the loss of a dozen dead colleagues
     Starwatcher and a few others survived. Starwatcher         but are grateful that the observatory’s greatest scholar,
     consulted the star-charts and omens and declared           Starwatcher, survived with them. At this point, Star-
     that the survivors would be safe if they followed his      watcher comes to meet the characters. An exception-
     teachings, and his frightened followers did so. After      ally old elf with long white hair, Starwatcher wears
     only a few days, their observations have become rit-       dirty but finely made white robes that display celestial
     uals, and their efforts to contact kindly spirits from     signs in gold thread. Angered by their intrusion,
     among the stars have brought dangerous creatures to        Starwatcher insists that the characters leave immedi-
     their doorstep.                                            ately. The astronomers seem confused by Starwatcher’s
        Starwatcher is secretly the thrall of a skincloak un-   rudeness but don’t contradict them. Characters can
     derfiend named Grask. Grask slipped into the obser-        sense the old elf is also afraid with a successful DC 15
     vatory and told the injured and desperate Starwatcher      Wisdom (Insight) check.
     that he could be a hero to the survivors if he did as         If the characters leave, they’re able to head to the
     Grask commanded. Grask’s current plan is to have           cathedral without any further trouble. If they choose
     Starwatcher appear to save his disciples from a pair of    to confront Starwatcher or explore the observatory
     hapless grylluses only to compel the grateful disciples    further, the elderly elf retreats to his private cham-
     to surrender their souls.                                  ber. Characters looking around the observatory or
        When the characters arrive at Skypeak Observatory,      pressing the astronomers for information discover
     read or paraphrase the following.                          that the astronomers have been making multiple
                                                                revised star-charts and hanging them around the
      A massive stone building sits askew on the beast’s        observatory’s common areas. A successful DC 13
      enormous back. The building’s observation balconies       Wisdom (Survival) or Intelligence (Nature) check
      and domed roof mark it as an observatory. Of the          reveals that these charts aren’t accurate; a successful
      buildings scattered across Leviathan’s broad back in
                                                                DC 18 Intelligence (Arcana) or Intelligence (Reli-
      its rampages, this one is the most intact.
                                                                gion) check reveals that the charts include symbols
                                                                useful for conjuring fiends. The astronomers know
                                                                that the charts aren’t accurate, but they’re ignorant
     Gryllus Attack                                             of any other hidden meaning; they’re only following
     Two preening grylluses (page 213) are currently            Starwatcher’s directions.
     converging on the entrance to Skypeak Observatory.            The characters might insist on meeting Starwatch-
     Each is riding a Tartarus-corrupted giant scorpion         er again, particularly after they notice the fiendish
     (page 189). The giant scorpions can’t fit through the      aspects of the revised star-charts. In Starwatcher’s pri-
     entrance, and the grylluses don’t want to get off of the   vate room, the heroes find him even more wild-eyed
     scorpions because they believe they wouldn’t look as       than before, raving about how the characters have
     impressive. As soon as this group becomes aware of         spoiled everything and how they’ll take matters into
     the party, they turn to attack the newcomers.              their own hands. This raving creature isn’t Starwatch-
       While the characters fight the grylluses and cor-        er, but is instead Grask, the skincloak underfiend
     rupted scorpions, five people—three female humans,         (page 225) who killed and replaced the elf when the
     one male human, and one male dwarf, all followers          grylluses were thwarted. Grask now tries to kill the
     of Skywatcher—appear on the balconies to cheer the         characters one by one, rather than let them expose his
     characters on. The grylluses retort with rude faces.       trickery.
                                                                   After dispatching the underfiend, the heroes can
                                                                find Starwatcher’s corpse near his desk, which con-
     Strange Welcome                                            tains notes on his communications with Grask. The
     When the characters vanquish the grylluses and             astronomers are saddened to learn what has happened
     scorpions, the astronomers (all neutral common-            but remain just as trapped as before; they can’t easily
     ers) welcome them quickly inside and tend to the           leave Leviathan on their own. Once the heroes lib-
     heroes’ wounds as best they can. One of the astron-        erate a more capable NPC—such as General Arven-
     omers has a jar of restorative ointment with 5 doses       nia—that NPC can lead these astronomers to safety.
     remaining; after tending to any of the characters             Treasure. Starwatcher’s dirty white robe is a robe of
     who have been poisoned, he gives the jar to them           stars.
     with his thanks.
85
       To Slay Leviathan
  Part 2: The Cathedral                                       to its next major target. Although Leviathan diverts
                                                              its path to crush the occasional fortress, outpost, or
       Investigation                                          shrine, its destination is clear: it is headed toward the
                                                              city across the mountains, and it will reach its next
                                                              target in a matter of days.
Use the Late Introduction here for a shorter adventure
                                                                 Survivors of the devastation, perhaps including the
that starts the PCs in the thick of things, preferably if
                                                              Herald (Among the Damned), have asked the charac-
they are at least four 8th-level characters, five 7th-level
                                                              ters to find a way to stop the beast; preferably, to kill
characters, or six 6th-level characters. If the adventure
                                                              it. They have intercepted fiendish orders about Levi-
is already underway, skip directly to the Sanguinary
                                                              athan, which offer some clues beyond the basics that
Cathedral instead.
                                                              any observer can pick up. Among the few buildings
                                                              adorning Leviathan’s head and broad back is a soaring,
         Late Introduction                                    cathedral-like structure, which seems to be an active
                                                              focal point of the fiendish armies. The orders indicate
The characters are summoned to the ruins of a city            that Leviathan’s means of control are in or below the
that has recently been lost to the fiendish invaders,         cathedral.
one not far from a similar city also vulnerable to               However, neither the characters nor their patrons
attack; use the two cities from Adapting this Adven-          understand the power struggles occurring atop Levi-
ture (page 72). The descriptions assume the cities are        athan. The massive creature is under control of the
separated by mountains, but a few tweaks can easily           Archlord Baphomet, who commands fiends of the
replace cliffs with trees or open water, as required. The     Cocytus legion, at least for now. But Cocytus fiends
Leviathan destroyed the ruined city, crushing entire          are prone to extravagant displays of vengeance and
blocks beneath its bulk while hundreds of fiends              infighting. The characters’ best hope to survive and
launched an assault from its back. After the devasta-         reach Leviathan’s heart is to set these vying factions
  tion, Leviathan has been stopping at various points         against one another.
       around the city to deploy troops before it heads          When this adventure begins, the characters have
                                                              gathered at a hiding place near the only known
                                                                                                                          86
                                                                                  To Slay Leviathan
     stopping point planned for Leviathan in this city from       cast shadows that seem to cavort menacingly, particu-
     the stolen letters. Ideally, the characters can use a lift   larly in corners of rooms.
     to slip onto Leviathan largely undetected, explore              Due to the fiends’ combative nature, combat does
     the cathedral, and stop the monster’s rampage. From          not draw attention unless there are explosions or
     their vantage point between buildings, the characters        other signs of high-level magic. Even then, fiends are
     can see Leviathan’s approach. Read or paraphrase the         cautious, as such sounds have often presaged the arrival
     following to get the adventure underway.                     of an angry cacodaemon looking for something to kill.
                                                                  They listen for a few rounds before exposing themselves
      The immense monster crawls its way over the ruined          to danger, and then only if the sound is close by.
      city like a titanic horned lizard, its claws digging can-
      yons in the earth and the bulk of its body carelessly
      leveling hills and city blocks. Entire buildings sit atop   Key Prisoners
      the beast’s swaying back, crawling with armies of           The Sanguinary Cathedral is also where the fiends
      fiends. The largest of these buildings is an ominous        keep their most useful prisoners. Such prisoners
      cathedral made of pale stone veined with red, like a
                                                                  aren’t usually destined for base torture, but kept alive
      growth of bloody flesh. A mighty stepped throne sits
                                                                  temporarily for use in (deceptive) offers of ransom
      atop the beast’s head, situated between two curving
                                                                  to weaken and undermine those who value them, or,
      horns each a mile in length. Its belly looms hundreds
      of feet overhead as it stops. Chains jangle as four
                                                                  rarely, for corruption and recruitment if they prove to
      steel platforms descend and a retinue of six grylluses      be exceptionally evil. There are currently three such
      and void maggots debark from each, rushing away             prisoners in the Sanguinary Cathedral, dignitaries
      from you into the empty city.                               from a city destroyed by Leviathan.
         The chains fall slack and keep slowly piling up, as         Rescuing these prisoners isn’t something the charac-
      if unfurling without being watched. Then, three start       ters are required to do on their mission to slay Levia-
      rising again, leaving a little time to reach the nearest    than, but these figures can be useful in the war against
      platform before it rises.                                   the Underhell if freed. You should replace any or all
                                                                  of these NPCs with key NPCs from your own setting
     When the characters ride the lift, they find themselves
                                                                  to provide greater motivation for the characters.
     in the Armory Exit (Area 2).
                                                                     The Wise One. See Adapting the Adventure on
                                                                  page 72. By default, this is the elderly, kind, and
                The Sanguinary                                    insightful Lord Hollis (lawful good human noble)
                                                                  of a destroyed city. General Arvennia is Lord Hollis’s
                  Cathedral                                       chief military advisor, and Lacey the Golden is his
                                                                  chief economic adviser. Lord Hollis respects them
     The cathedral on the back of Leviathan looks like pale       both deeply. Lord Hollis is currently being held in the
     stone veined with red because the stone is infused           Scriptorium (Area 16).
     with the beast’s pumping blood. The cathedral sits              General Helena Arvennia. The chief military offi-
     above Leviathan’s heart, and its blood circulates            cer of the ruined city, Arvennia (lawful neutral human
     through the stone of the cathedral, making the stone         knight) is an impatient woman with a stern glare.
     nearly impossible to damage. Few fiends actually use         She would like to help the PCs fight, but her left leg
     the cathedral for worship; for most fiends, the Sangui-      and left arm were broken when she was captured, so
     nary Cathedral is simply the most convenient way to          she can’t easily move around or carry a weapon. She is
     ascend or descend from Leviathan’s back via massive          appalled by the devastation wrought by the fiends and
     transport platforms (Area 3). The exceptions are the         wants them to pay. Arvennia is currently jailed in the
     scheming grylluses, who pretend at priestly refine-          Prison Tower (Area 11).
     ment and scheme against one another. At times, there            Lacey the Golden. The demolished city’s most
     are several hundred fiends and corrupted creatures in        influential merchant, Lacey the Golden (lawful good
     the Sanguinary Cathedral, but the vast majority of           human noble) is clever and honorable. Not quite 50
     forces are out causing death and destruction.                years old, Lacey has spent her life carefully collecting
        The cathedral is made of stone that, if damaged,          influence and buying up smaller merchant houses
     regains 1 hit point at initiative count 20 each round.       with lucrative potential. Among the wealthiest people
     The doors are made of a similar-looking stone, but           on the continent, at least before the invasion began,
     they do not regenerate when damaged. None of the             she is committed to philanthropy. Lacey is currently
     doors within the cathedral are locked. Flickering            being tempted by fiends in the Tower of Delights
     torches provide light throughout the cathedral but           (Area 13).
87
       To Slay Leviathan
Scheming Leaders                                       other side of the characters’ approach, but
                                                       they can see double doors on either side of the
Power struggles are common among the fiendish          cathedral. These entrances aren’t guarded on the
legions. Although grylluses most commonly engage       outside—as the grylluses jockeying for position have
in political bickering, certain mortal creatures are   stationed the guards elsewhere—and the characters
just as scheming and far more intelligent. A              can choose either. One entrance leads to the Mus-
wicked Cocytus-corrupted spirit naga and                    tering Station (Area 1), and the other leads to the
two cacodaemons, each working to gain in-                   Welcome Hall (Area 20).
fluence in the Cocytus legion, vie for total                   If the party rises from the dangling platforms,
control of the Sanguinary Cathedral and of                  they arrive in the Armory Exit (Area 2).
Leviathan. Each leader plays the grylluses,
the other fiends, and the cathedral’s pris-
oners against each other. The leaders                                1. Mustering Station
know that the Authority Codex
in the cathedral’s library (Area                                           This vaulted hall is mostly bare,
6) contains a ritual with the                                              although spiky runes carved into
power to direct—or to kill—                                               the walls are stained with red, as
Leviathan. Each has stolen                                                though the stone of the cathedral
some part of the ritual, so that                                          were bleeding.
none of the others can assume
                                                                         This wide room is where the most
control. For the characters to
                                                                        martial of the fiends—particularly un-
obtain the ritual and put it to
                                                                       derfiends—muster for invasions. The
use, they must overcome each
                                                                       fiends congregate here before moving
of the leaders.
                                                                       into the Armory Exit (Area 2) to pick
   Azishath. This gold cackling
                                                                       up their skeletoys and descend on the
cacodaemon considers arcane
                                                                       connecting invasion platform (Area
magic the best route to power.
                                                                       3A). The runes aren’t magical but
It occupies the hall containing
                                                                       merely designators to help the fiends
magical chimes (Area 18),
                                                                       line up in organized rows. Opposite
attempting to harness their
                                                                       the Armory Exit is the access to the
power.
                                                                       guard room (Area 4).
   Pathanasar. This
                                                                           Although dozens of fiends can muster
black-speckled spirit naga is
                                                                       here, the only occupants of this room
skilled at corruption and slow
                                                                       now are an officious leering gryllus
seduction to evil. Pathanasar
                                                                       (page 215) of the Cocytus legion with
currently occupies the Tower
                                                                       two Cocytus-corrupted minotaurs
of Delights (Area 13), where
                                                                       (page 165) as bodyguards. The leering
he works to turn the mortal
                                                                       gryllus orders the minotaurs to charge
merchant Lacey the Golden
                                                                       anyone that dares intrude upon the
to evil.
                                                                       chamber, worried that it will get in
   Skelkie. Considered un-
                                                                        trouble for allowing trespassers to enter
hinged by the other leaders,
                                                                         the cathedral. The gryllus hangs back,
this reddish rampant caco-
                                                                          supporting the minotaurs with its
daemon hides her shrewd
                                                                           bark and spells such as healing word
mind behind her erratic
                                                                           and guiding bolt.
behavior. She has recently
forsaken the Sanguinary
Cathedral entirely and is now                                             2. Armory Exit
consolidating her power among
the fiends in Leviathan’s heart (Part 3, Area 7).       Several weapon racks, mostly empty, line the walls
                                                        of this high hall. Double doors face each other across
                                                        the width of the hall. The doors to one side are ajar,
Entering the Cathedral                                  revealing a staggering vista from the top of the lum-
    If the party approaches from the head, the San-     bering behemoth.
       guinary Cathedral’s main entrance is on the
                                                                                                                    88
                                                                           To Slay Leviathan
     The fiends that muster in this part of the Sanguinary      characters if the bribe includes a vividly destructive
     Cathedral are equipped with the most dangerous             effect it can try out (such as a scroll with the fireball
     weaponry of the Underhell. As the fiends are out           spell or a devastating looking weapon) or if it includes
     wreaking destruction, this room is unoccupied. The         or produces a large volume of food.
     racks contain four skeletoys (page 42) that all pulse
     with evil power: two heavy skelemauls, a skelemirror,
     and a skelebrain (fiendish investiture; page 44).
                                                                5. Narthex of Gibbets
        The only entrance from the Cathedral is the
                                                                 This lofty narthex is lined with rows of pillars that
     mustering room (Area 1). The wide opening leads
                                                                 stretch up to the ceiling 80 feet above. Several wood-
     to the side of Leviathan where the invasion platform
                                                                 en beams cross the space high above and support
     connects. As described in Area 3, that platform is cur-
                                                                 hundreds of nooses. Humanoid corpses twist in the
     rently hundreds of feet below, creating a vertiginous       nooses, their feet 30 feet above the floor.
     drop for characters foolish enough to step out.                A curved stone wall 20 feet high blocks the rear of
        Treasure. The weapon racks here contain a few use-       the narthex, with only a small gap to allow passage.
     ful weapons stolen from slain mortals. These unwant-        The front of the narthex features a high podium, 20
     ed weapons include a +1 longbow made of dark red            feet above the floor. The view of the apse and altar
     wood, a greatsword of life stealing that emits a sound      is blocked with a shimmering, opaque curtain of
     like thunder whenever it draws blood, and seven fine-       swirling purple and red. Many stone doors lead off
     ly crafted longswords embossed with the crossed quills      the narthex to either side.
     emblem of some long-destroyed kingdom.
                                                                This large room is the heart of the Sanguinary Cathe-
                                                                dral. The corpses hanging from the nooses are mortal
     3. Invasion Platforms                                      warriors that fell in battle, and many are still dressed
     The fiends use these four platforms (Areas 3A, 3B,         in their broken armor or dented helmets. Small pools
     3C, and 3D) to come and go from Leviathan’s back.          of congealed blood underneath the corpses indicate
     Each can be raised or lowered from the Assault             that they’ve been hanging here for quite a while, and
     Stations in Leviathan’s heart (Part 3). As the fiends      tracks through the blood lead in every direction.
     roam loose across the world, all the platforms are         Doors in this hall lead to many rooms: the guard
     currently down except for the one at 3C. Lowered           room (Area 4), the library (6), the saintly tomb (7),
     platforms dangle from enormous chains that sweep           the blood chapel (8), the flame chapel (14), the bro-
     near the ground as Leviathan crawls along. Anyone          ken tomb (15), the scriptorium (16), and the witches’
     stepping out of the exits falls several hundred feet be-   exit (19).
     fore smashing into the swinging platforms far below.          The curved stone wall is the cathedral’s maze (Area
     Platform 3C, however, is present: a sheet of metal and     9), and the gap in the wall is the only way to enter
     stretched sinew 90 feet wide. This platform is the best    it from this direction (short of scaling the wall and
     avenue for escape from Leviathan’s back; as the beast      entering the maze from above). The wall is smooth,
     trundles through the mountains, this platform scrapes      requiring a successful DC 25 Strength (Athletics)
     the stone of rocky cliffs and jagged hills. Anyone on      check to climb.
     the platform can simply step off of it when Leviathan         The podium (Area 22) is a small balcony featuring
     passes by a rise or scarp at the same level.               a lectern where someone might deliver speeches to
                                                                a gathered assembly. It can’t be easily reached from
                                                                the narthex as it’s 20 feet above the floor. The fiends
     4. Guard Room                                              normally reach the balcony by circling through the
     This small, unadorned room has exits to the mus-           choir loft but can’t do so while the magical curtain is
     tering room (Area 1) and the narthex (Area 5). It’s        in place.
     occupied by a single preening gryllus of the Cocy-
     tus legion. Startled to see the characters, the gryllus    The Curtain
     initially blusters about how trespassers are “improper”    The narthex normally provides access to the apse, but
     and “unacceptable” but quickly determines that the         the shimmering curtain of deep purple and angry red
     characters might be a good source of bribes. The           energy blocks it from floor to the domed ceiling high
     gryllus insists on greater and greater payment, no         above. The cacodaemon Skelkie erected this magical
     matter how much the characters offer, and, ultimately      energy field before retreating to Leviathan’s heart be-
     overwhelmed with greed, attacks to take all the char-      low. The curtain acts as a wall of force. The characters
     acters have. It can be distracted from attacking the       might come up with several ways to bypass this
89
       To Slay Leviathan
                    90
To Slay Leviathan
     barrier, such as dimension door or similar effects, but    and its Shadow, and how a Doomgate opens and
     the easiest way is to climb to the podium and enter        depends on the presence of an Archlord to let fiends
     through the choir loft; Skelkie didn’t think to close it   into the world. Unless the reader succeeds on a DC
     off. General Arvennia’s magic maul Wallbreaker can         15 Intelligence (Arcana) to parse the information
     also be used to remove the curtain.                        quickly without reading in depth in 10 minutes, read-
                                                                ing on each topic takes 1 hour and exposes the reader
                                                                to one curse (page 122) of your choice from among
     6. Library                                                 the following: gaping thoughts, psychic inferno curse,
                                                                or curse of torments. The reader learns the informa-
      Stone shelves line the walls of this room, many con-      tion either way.
      taining old books bound in pale leather. A lectern in
                                                                   The book on the lectern is the only one still
      the center of the room contains a single large tome,
                                                                completely intact, as its magic was too powerful for
      open to torn pages.
                                                                the knowledge-draining thief to absorb. Titled the
     Most of the books in this library were utterly drained     Authority Codex, it provides detailed information
     by a strange visitor from the Lethe legion many            about Leviathan, including a layout of the Sanguinary
     months ago. The books on the shelves are all now           Cathedral and the arrangements of the organs within
     totally blank                                                                                     Leviathan (al-
     except for a few                                                                                   though the book
     fragments of                                                                                       doesn’t contain a
     letters to show                                                                                     map of its heart’s
     where the text                                                                                      inner chambers).
     once was.                                                                                           The book also
     The unaffect-                                                                                        details a ritual
     ed texts have                                                                                        that, when
     been piled                                                                                           performed in
     on one                                                                                               Leviathan’s
     table. The                                                                                            brain, allows
     library is                                                                                            those perform-
     the favored                                                                                           ing the ritual
     haunt                                                                                                  to control
     of two                                                                                                 Leviathan or
     preening                                                                                               even deactivate
     grylluses                                                                                              its brain com-
     (page                                                                                                   pletely, killing
     213)                                                                                                    it. Several key
     loyal to                                                                                               pages detailing
     Azishath.                                                                                           this ritual have
     They are served                                                                                   been torn out;
     by two broken                                                                                   without those miss-
     maggots (page 205),                                                                          ing pages, the charac-
     which hold books up for                                                                   ters cannot perform the
     them to read, despite their                                                           ritual. The Authority Codex
     pitiful comprehension. The gryllus-                                              is magically legible to any reader
     es attack intruders, snarling about how rude it is to      but is not cursed like the other books.
     make noise in a library. Any gryllus reduced below            The remainder of the Authority Codex is a lengthy
     20 hit points flees to the prison tower (Area 11). The     listing of the Archlords and legions that have con-
     only exit leads to the narthex (Area 5).                   trolled Leviathan over the millennia, using it to wreck
        Research. The surviving texts prove useful referenc-    worlds and deliver armies against mortal realms
     es on numerous arcane topics, but they also contain        and deep fiendish enemies. The book indicates who
     lore mortals were never intended to learn. They want       currently controls Leviathan. (This adventure assumes
     to be read and change their characters to be legible to    control currently rests with Chthon, serving Lord
     anyone who opens them that can read any language.          Baphomet, and the Cocytus legion.)
     Any reader can learn basic information about the              Trap. The Authority Codex can be removed from
     traits of Underhell fiends, the nature of an Archlord      the lectern; it weighs 18 pounds. A symbol of
91
       To Slay Leviathan
death (spell save DC 16) is inscribed on the lectern       creatures are here, it crouches on the dais
beneath it and is revealed when the book is removed.       where the altar once stood, appearing as a stat-
   Treasure. The Authority Codex is immune to dam-         ue. It remains motionless until attacked, or when
age. When its torn pages are restored, it functions as a   the blood in this room restrains a living creature. At
tome of leadership and influence.                          that point, the golem animates and attacks any living
   In addition, a search of the library yields one gryl-   creatures it can see. A successful DC 20 Intelligence
lus-flesh fleshbound tome (page 40), which contains the    (Arcana or Investigation) check or Wisdom (Per-
spells bottled dread (page 33) and track creature (page    ception) check allows a character to deduce that the
38).                                                       golem is not a mere statue before it moves.
   Finally, there is one spellbook to be found, mostly
erased but still containing the following spells (from
Chapter 3): dark abyss, deadly bark, imposter, mag-
                                                           9. Maze
got defenders, and seeking hellfire. Consider allowing
                                                            High stone walls curve around each other here, form-
spellcasting characters who do not use spellbooks to
                                                            ing a massive maze with narrow passages.
use this library to learn about the spells in Chapter
3, allowing them to choose from among these spells         Many cathedrals have labyrinth carvings on the floor
when they next gain the ability to learn spells.           near the main entry, and the Sanguinary Cathedral is
                                                           no exception. However, when the spirit naga Skelkie
7. Saintly Tomb                                            realized that the corrupted minotaurs of the legion
                                                           were becoming restless, she raised the labyrinth carv-
 The three stone sarcophagi here are old and crum-         ing into a genuine maze, with walls 20 feet high and
 bling, but each depicts a reclining knight at rest.       passages only 5 feet wide. The corrupted minotaurs
                                                           were pleased to have it, although other denizens of the
The Sanguinary Cathedral overall is a place of evil,       cathedral find it tedious and insist a minotaur guide
but a valorous saint martyred here sanctified this         them through it or simply fly above it.
room. The shadows here do not shift or cavort as
elsewhere in the cathedral. The fiends find this
room uncomfortable at best, so it makes a good
place for the PCs to rest. Other than a handful of
bone dust, the sarcophagi are empty. A character                 Maze Results
that views the room can make a DC 14 Intelli-                    Check Result
gence (Arcana or Religion) check, noticing on a                  1–7	    Minotaur Attack. The characters spend
success that the room lacks the signs of desecration                      10 minutes lost, and cannot find a way
everywhere else in the cathedral. The only exit                           out without trying again. By the end of 10
                                                                          minutes, 1d3 Cocytus-corrupted minotaurs
leads to the narthex (Area 5).
                                                                          (so long as at least that many remain)
                                                                         attack the characters from different
8. Blood Chapel                                                          directions in a wide intersection.
                                                                 8–11	  Lost. The characters spend 10 minutes
 Pools of blood, gristle, and gravel cover the floor                     lost, and cannot find a way out without
 of this room. Rising above the pools at the far end                    trying again. They encounter minotaurs
 of the room is a dais containing a stone sculpture                     as above unless they succeed on a DC 11
 that resembles a crouching, blocky giant.                              group Dexterity (Stealth) check.
                                                                12–15 Retraced Steps. The characters can
                                                                                                               reach
The blood and gravel make for uneven footing;                           any entrance they’ve previously seen after
treat this chamber as difficult terrain. In addition,                   10 minutes.
                                                                16–19	 A New Solution. The characters can reach
the blood sucks at the feet of living creatures. A
                                                                        any entrance in a direction they choose
living creature that enters the room or starts its
                                                                        after 10 minutes.
turn here must succeed on a DC 12 Dexterity                     20+	  Maze Master. The characters can reach
saving throw or be restrained until the start of                       any entrance in a direction they choose
its next turn. The only exit leads to the narthex                      after 2 minutes.
(Area 5).
   A clay golem in this room went berserk long
     ago, smashing the altar into gravel and
        pulverizing any intruders. When no
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                                                                              To Slay Leviathan
        Currently, five Cocytus-cor-                                                 maggots, simply pushing them
     rupted minotaurs (page                                                              out onto the platform when
     165) lurk within the                                                                    it’s time to attack. Weaker
     maze, ready to intercept                                                                     maggots are often
     anyone that doesn’t                                                                              stampeded during
     belong. They are all                                                                                 this press,
     intimately familiar                                                                                    resulting in
     with the maze,                                                                                           the gobs of
     and they don’t                                                                                           flesh. The
     take any                                                                                                 platform
     penalty for                                                                                              (Area 3B)
     fighting in                                                                                             outside the
     its narrow                                                                                              double door
     passages.                                                                                               is currently
        As the                                                                                              lowered, so
     maze                                                                                                    the door
     doesn’t                                                                                                 opens into
     extend to                                                                                                empty space.
     the vaulted                                                                                              Stairs lead
     ceiling                                                                                                  up to the
     above, the                                                                                              prison tower
     characters                                                                                             (Area 11).
     might choose to                                                                                   The hall by the
     avoid it entirely by                                                                           main exit toward
     using magic (such as fly) or by                                                         Leviathan’s hindquarters
     climbing up the maze’s walls and then down the other          leads to the siege exit (Area 12). Near that hall is
     side. A successful DC 20 Strength (Athletics) check       the entrance to the labyrinth (Area 9) that leads to
     is required to climb up or down the stone walls of        the narthex (Area 5) and the rest of the cathedral.
     the maze. Any surviving minotaurs in the maze spot          The last time the doors were opened, two
     creatures that climb or fly atop the maze and move to     Sheol-corrupted wyverns (page 183) scented the
     intercept them together.                                  meat and flew into this chamber. They now pick at
                                                               the chunks of maggot flesh. They are eager for more
     In the Maze                                               substantive fare, however, and hungrily watch other
     Traversing a detailed maze isn’t generally much fun       creatures that come in before attacking. Although the
     during a game session, as mapping each twist and          wyverns are eating well, they aren’t particularly happy
     turn becomes tedious and the mystery of the maze          in the cathedral’s confines, as a successful DC 15
     isn’t present for players who can see it from the top     Wisdom (Animal Handling or Insight) or Intelli-
     down. Rather than chart the maze as though it were        gence (Arcana) check reveals. If a character opens the
     a dungeon, have characters who enter the maze             exterior doors here, the wyverns immediately break
     make Intelligence (Investigation) or Wisdom (Sur-         off hostilities and fly away.
     vival) checks and consult the table on page 92. The
     character leading the group should make the check;        11. Prison Tower
     the characters should only roll separately if they are
     splitting up. Characters traveling together in the maze    Two sets of wooden stairs ascend to this chamber. An
     can Help one another on these checks as normal.            opening in the chamber’s center has a low bannister
                                                                and looks down onto the cathedral’s main floor, 40
     10. Maggot Exit                                            feet below. A similar opening in this chamber’s ceiling
                                                                leads up to a bell tower high above. The large bells still
                                                                hang there, but their cords are missing.
      Twitching hunks of flesh and gore cover the stone
      floor in this vaulted chamber. A square hole 20 feet        Small cells against one wall each bear a heavy iron
      in diameter pierces the ceiling 40 feet above. A huge     door with a narrow grill in the door’s center. Each
      double door is smeared with bloody hand prints.           door is fitted with a bolt. All of the locks are bolted
                                                                except one; its cell door is open to reveal a pile of
     This area is where the fiends stage mobs of void           decaying, reeking corpses.
93
       To Slay Leviathan
Occasionally used to hold prisoners, these cells
are filthy, as the fiends don’t clean them out be-
                                                               Crucial Information
                                                               It’s important for the characters to realize that
tween uses. Only four cells are of interest. They
are guarded by four simpering maggots (page                    they need to collect the ritual pieces missing
209) under orders from Cunning Sophistication                  from the Authority Codex to stop Leviathan.
(Area 20).                                                     They can learn this from either shining gryllus
   Cell 11A. When prisoners die in the tower,                  (Glorious Majesty or Cunning Sophistication),
                                                                                                                who
the fiends simply stack them in this open cell.               simply babble inanely about the nagas and their
Anyone disturbing the parasite-riddled bodies                 schemes, or from the Wise One (normally Lord
must succeed on a DC 14 Constitution saving                   Hollis). Alternatively, the characters might simpl
                                                                                                                  y
throw or contract writhing flesh (page 125).                  discover a ritual piece the first time they defea
                                                                                                                 ta
   Cell 11B. This cell contains General Arvennia              naga. This is very likely the case if the heroes
                                                                                                               find
(lawful neutral human knight), chief military                 a way into the apse and descend into Leviathan’
                                                                                                                  s
officer of the ruined city and military advisor to            heart without exploring much of the cathedral,
Lord Hollis (if you are replacing this character,             only to have to go back and explore it more fully.
make sure the new NPC knows and cares about
the Wise One in some capacity). Never one to
succumb without a fight, Arvennia was badly
injured during her capture; her left arm and
left legs are broken, reducing her speed to 15              12.
feet and giving her disadvantage on attack rolls. Still,
she burns with a hatred for the fiends that destroyed
                                                            Siege Exit
her city, and she encourages the party to find and free
                                                             Massive logs and beams of metal litter the floor here
Lord Hollis and Lacey the Golden.
                                                             amid great clods of earth. Several cords hang from a
   Cell 11C. This cell contains Arvennia’s gear: a suit
                                                             square hole in the ceiling 40 feet above.
of ornamented half-plate with the heraldry of the
destroyed city’s army, a fine dagger, and a shattering      The fiends sometimes use great siege engines in their
maul (page 42) named Wallbreaker. Arvennia is happy         invasion, and transporting such engines is often a dif-
to bequeath Wallbreaker to the characters, as she’s in      ficult endeavor. The platform (Area 3C) accessed from
no condition to wield it at the moment.                     this large hall is where these siege engines are stored.
   Cell 11D. Any character looking into this cell sees      Stairs lead up to the Tower of Delights (Area 13).
only a roiling purple cloud. This cell is inhabited by a    The hall by the main exit to Leviathan’s hindquarters
failed contender for control of the cathedral, a shin-      leads to the maggot exit (Area 10). Near that hall is
ing gryllus (page 217) that calls itself Glorious Maj-      the entrance to the labyrinth (Area 9) that leads to the
esty and its jailer, a livid damned soul swarm (page        narthex (Area 5) and the rest of the cathedral.
197). Both belong to the Cocytus legion, although              An Annwn-corrupted treant (page 159) named
they aren’t allies. Glorious Majesty can’t see or speak     Firebough is responsible for the heavy lifting and
while the soul swarm surrounds it, but if the cell door     movement of the siege engines, a task it enjoys
is opened, the soul swarm rushes out to attack. (It can     performing. Firebough is a scorched redwood with
also pour out through the grill, but it is reluctant to     blackened, peeling bark. The treant is occupied
do so unless it’s attacked.) Glorious Majesty initially     cleaning up the debris from a recent accident that
fights as well, though if it thinks the characters are      demolished a catapult and a swinging ram. If it spots
powerful, it is willing to make a deal. Glorious Majes-     intruders, it attacks. Firebough can animate the logs
ty wants nothing more than the death of its rival, the      here as though they were trees; they lurch to life like
shining gryllus known as Cunning Sophistication that        crude wooden dolls.
lairs in the Welcome Hall (Area 20). If the charac-
ters bring proof of Cunning Sophistication’s death,
Glorious Majesty gains greater aspirations; it wants        13. Tower of Delights
the spirit nagas in the cathedral slain as well. Glorious
Majesty explains who the nagas are and where they            This chamber has a 20-foot square hole in the ceiling
can be found (although it isn’t quite sure where Skel-       and the floor. Thick ropes hang through the squares,
kie has gone), and that each naga holds a piece of the       connected to enormous bells in a belfry high above.
  ritual that controls Leviathan.                            The room is littered with colorful pillows, brass hoo-
                                                             kahs, trays of delicacies, and silvery manacles.
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                                                                                To Slay Leviathan
     Used to tempt mortals with carnal pleasures, this          stands atop the altar, right in the flames. The ogres
     room is normally the domain of several leering gryl-       call to anyone opening the door to “Come, and love
     luses. The Cocytus-corrupted spirit naga (page 169)        the fire!” The ogres don’t want to fight until creatures
     Pathanasar chased them all out to focus on a recent        get close enough to be identified as humanoids, rather
     arrival: the merchant Lacey the Golden (lawful good        than underfiends, at which point the brutes attempt
     human noble). Pathanasar hopes to tempt Lacey to           to surround them. When intruders try to leave, the
     evil and thereby gain control of her extensive trade       ogres and the elemental attack.
     network for his own use in the inevitably short time
     before the fiendish invasion sweeps it away. The
     upright merchant is subject to the naga’s charm person
                                                                15. Broken Tomb
     spell, but has otherwise resisted Pathanasar’s tempta-     This room contains a stone sarcophagus large enough
     tions, mostly because she understands the danger the       to hold a giant. The side of the sarcophagus is broken,
     fiends pose. She also worries about the Wise One (by       as though whatever was inside smashed its way out.
     default, her liege, Lord Hollis).                          No clues about the sarcophagus’s former occupant
        Pathanasar rages at any interruption, lashing out       remain. Four leering grylluses (page 215) of the
     with lightning bolts unless he is calmed with a success-   Cocytus legion are currently fuming here. They once
     ful DC 18 Charisma (Persuasion) check by characters        inhabited the Tower of Delights (Area 13), but the
     who haven’t fought back. Lacey begs intruders not          naga Pathanasar drove them out. They now want
     to hurt her friend, who has protected her from the         revenge, and beseech the heroes to kill the naga on
     fiends. She hides from combat. If calmed, Pathanasar       their behalf. The grylluses promise “delicious delights”
     is eager to steer characters toward the others with        and other treasures as a reward, but in truth they have
     the Authority Codex pages, which he asks heroes to         nothing of the sort to offer. If the characters defeat
     retrieve for him, though he refuses to explain their       Pathanasar and return here, the grylluses betray their
     significance. Confident in his ability to be reborn, the   bargain and attack. A gryllus reduced to fewer than
     naga otherwise fights to the death.                        20 hit points flees to hide out elsewhere in the cathe-
        Treasure. Pathanasar wears a platinum amulet            dral. The only exit leads to the narthex (Area 5).
     with a hinge. Inside, the naga keeps the pages it tore        Prisoners. If asked about the prisoners, the gryl-
     from the Authority Codex; these pages are necessary        luses point out that Panthanar is holding one (Lacey)
     to perform the ritual to control or kill Leviathan.        and try to goad players into a rescue mission.
     Pathanasar’s platinum amulet is worth 250 gp. The
     rugs, pillows, and other adornments in this room are       16. Scriptorium
     worth an additional 120 gp, but weigh 200 pounds
     in total.
                                                                 Several desks fill this chamber, each stacked with
                                                                 books and loose papers. The walls are made of
     14. Flame Chapel                                            sheets of slate upon which several chalk diagrams
                                                                 sprawl. The chalk diagrams seem to be collections of
      The altar at the back of this shrine roars with fire,      letters that squirm and shift when viewed out of the
      staining the walls with smoke.                             corner of the eye.
     A magical effect on the stone altar causes it to burn      This jumbled and long-neglected scriptorium con-
     perpetually without being consumed. Creatures that         tains writings plundered from several different worlds,
     aren’t immune to fire find the heat particularly debili-   nearly all on the topic of evil magic. Few fiends have
     tating. At the end of each minute spent in this room,      the patience to carefully copy information from book
     a character must succeed on a Constitution saving          to book, and the few mortal scribes they’ve used go
     throw or suffer one level of exhaustion. The DC starts     mad after mere weeks of close connection with the
     at 10 and increases by 1 for each subsequent check.        disturbing and arcane secrets here. Characters can
     Characters wearing heavy clothing or medium or             research texts here very much like in the library (Area
     heavy armor make these saving throws with disadvan-        6). Exits lead to Area 5 and Area 16.
     tage. The only exit leads to the narthex (Area 5).            The current prisoner is no mere scribe, but the
        Fiends that feel a particular kinship with fire enjoy   Wise One; unless you are using your own NPC for
     this chapel and venerate the power of flame here. Cur-     this role, the heroes see the white-haired old Lord
     rently, a Hades-corrupted fire elemental (page 175)        Khelber Hollis (lawful good human noble) chained
     and two Phlegethon-corrupted ogres (page 181) are          to a desk. The fiends put Hollis here to keep him
     basking in the heat from the altar. The fire elemental     out of the way, but they didn’t count on the
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       To Slay Leviathan
man’s shrewd mind. He’s been looking through all of        minion, a simpering maggot (page 209) it
the books and scrolls within reach to discern secrets      calls Fetch, can arrange texts it wants from the
of the fiendish invasion, starting with the short-term     scriptorium. Fetch loiters in this room, waiting to
problem, Leviathan. Lord Hollis has learned that a         be called for a task. If the characters open the door to
book called the Authority Codex is somewhere in the        this room from the scriptorium (Area 16), Fetch yelps
cathedral (the Library, Area 6). This codex contains       and runs into the Hall of a Thousand Chimes (Area
a ritual that, when performed in Leviathan’s brain,        18) to warn Azishath. If they come from the hall
allows the participants to control or even kill the        instead, Fetch retreats into the scriptorium to hide. If
titanic beast. Lord Hollis has also discovered a com-      captured, Fetch can tell the characters what it has told
pendium of nephilim engines, which includes a sketch       the Wise One (page 72).
of Leviathan’s body. This treatise reveals that the
cathedral’s apse is above Leviathan’s many-chambered
heart. Unlike mortal creatures, Leviathan’s brain isn’t
                                                           18. Hall of a Thousand Chimes
in its head but rather just behind the heart. Fetch, the
                                                            This tall room has several wooden crossbeams across
simpering maggot that sometimes picks up books for
                                                            its ceiling. Hundreds of delicate metal plates, each
its cacodaemon master Azishath, has let it slip that its
                                                            inscribed with a different rune, dangle from twine
master has been fighting over the Authority Codex with
                                                            tied to the crossbeams. Some hang near the cross-
a naga and another cacodaemon, each of whom has             beams, 60 feet overhead, while a few hang near the
torn out some relevant piece of the ritual. Lord Hollis     floor. These plates all make a soft tinkling, despite a
encourages the heroes to acquire the Authority Codex        lack of breeze in the room.
and these fragments, journey into Leviathan’s brain,
and kill it.                                                  Painstakingly assembled by a mad conjurer
   Freeing Lord Hollis from the mundane                            many years ago, these chimes are thought
manacle securing him to the desk is                                  to conceal powerful but unknown secrets
straight-forward, requiring a DC 20                                   in their runes and their positioning. The
Strength check to break or a DC 15                                    cold-spined cackling cacodaemon (page
Dexterity (Thieves’ Tools) check, or                                   231) named Azishath has set its intellect
they can be destroyed by damage (AC                                    to puzzling out this mystery. It is thus
19, 15 hp, immunity to poison and                                      far stymied, however, and it’s taken to
psychic damage). Destroying the locks                                 insisting that its maggot minion Fetch
alerts Fetch, who comes to investigate in                            obtain records from the scriptorium that
3 rounds. If freed, the Wise One insists on                                might help unravel the mystery. As a
learning the fates of General Arvennia                                           result, several folios and papers
(Area 11) and Lacey the Golden                                                        litter the floor of this large
(Area 13).                                                                                 room.
                                                                                                If the characters
17. Bookkeeper                                                                                 aren’t immediately
                                                                                                hostile when they
Access                                                                                           enter this room,
This small room con-                                                                              Azishath is inter-
tains a single shelf.                                                                               ested in whether
It has doors to                                                                                      they have any
Area 16 and Area                                                                                       insights about
18. Azishath                                                                                             the chimes
had the shelf                                                                                             here. On a
brought                                                                                                     successful
here so its                                                                                                  DC 25
bookkeeper                                                                                                    Intelli-
                                                                                                                         96
                                                                               To Slay Leviathan
     gence (Arcana) check, the PCs realize that the chimes    tiveness (such as a distinctive magic weapon or other
     are part of a larger structure that is missing, but      item). Once paid, Azishath escorts them to Area 16,
     they’re unable to discern anything more. So long as      collecting Fetch along the way. Once the group is
     they can keep Azishath convinced that they might         together, the fiends attack, sparing the Wise One in
     know something, however, the fiend converses with        hopes of continuing to use them as bait.
     them about its hatred for Pathanasar and Skelkie.           The Authority Codex. Azishath won’t tell the char-
     This approach requires successful opposed Charisma       acters where its own stolen pages are, and it definitely
     (Deception) checks against Azishath’s Wisdom (In-        won’t give them to the characters, as it feels they’re its
     sight), though each check gives the PCs a cumulative     best security against its rivals. The stolen pages of the
     -2 penalty to subsequent checks. Azishath knows the      Authority Codex are hidden among the papers on the
     three of them are in a stalemate, as each has taken      floor here, which a character notices with a successful
     pages from the Authority Codex in the library, and it    DC 17 Wisdom (Perception) or Intelligence (Arcana)
     hopes the chimes might provide some power, allowing      check. Searching the room eventually turns them up
     it to tip this balance in its favor. If combat begins,   in 1 hour, which can be reduced to 10 minutes with
     Fetch the simpering maggot (page 209) comes to           a successful DC 15 Intelligence (Arcana or Investiga-
     investigate from Area 17.                                tion) check.
        The Wise One. If the heroes ask about the Wise
     One (Lord Hollis), Azishath attempts to goad them
     into ransoming the Wise One for whatever seems like
     the price most likely to impair their combat effec-
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       To Slay Leviathan
19. Witches’ Exit                                            symbols are beyond the characters’ ability
                                                             to tap without extensive research. For now, a
                                                             character who succeeds on a DC 18 Intelligence
 A dragon with dull gold scales is chained in a circle
                                                             (Arcana) check can empower the symbols. When
 of runes in the center of this vaulted hall, heavy links
 of metal connecting its back feet to rings in the floor.    empowered, the flame symbols dance like fire and the
 Plates of iron have been fused over the dragon’s eyes       spear symbols jab up and down. The first 6 creatures
 as though to blind it, with each iron plate bearing the     to touch the empowered symbols gain resistance to
 symbol of a fiery eye. Doors lead out in three direc-       fire damage and piercing damage for 10 minutes. The
 tions, and the largest is a double door marked with         symbols can’t be activated again until the next dawn.
 spiky symbols that resemble flames and spears.              If the check to empower the symbols is an 8 or less,
                                                             the character instead is exposed to the soul seepage
This hall is used as the staging area for fiends that rely   curse (page 123).
heavily on magic to obliterate or subdue their foes,
such as cacodaemons. The runes on the floor and on
the door to the assault platform are often empow-
                                                             20. Welcome Hall
ered before an invasion to grant the fiends additional
protections. Like the platforms in most of the other          Functional yet battered tables and chairs adorn this
                                                              narrow hall. Statues of fiends in flight stand in the
exits, this platform (Area 3D) is lowered, and the
                                                              room’s corners.
symbol-marked door opens into empty space. Doors
out of this room lead to the hall of chimes (Area 18),       This wide chamber is sometimes used to greet visitors
the welcome hall (Area 20), and the narthex (Area 5).        who approach the cathedral from the rear. A shining
   Urephexara, a young gold dragon, is a prisoner            gryllus (page 217) calling itself Cunning Sophistica-
of the spirit naga Azishath in the adjacent room.            tion lairs here along with its bodyguard, a flesheater
Azishath is using the circle of runes to drain away the      underfiend (page 223). Though weaker, the gryllus
dragon’s life-force and replace it with hellish energy       negotiated for the underfiend’s loyalty and it generally
to create the basis for a new nephilim engine. This          does as the gryllus demands. Cunning Sophistication
process isn’t quite complete, and to prevent anyone          is particularly loquacious in welcoming the party,
from easily freeing the dragon, Azishath bolted the          although it firmly insists that the characters can go no
enchanted iron plates over her eyes. These plates don’t      further into the cathedral than this room. The gryllus
impair the dragon’s vision, but it sees all creatures as     offers a platter of charred beetles as hors-d’oeuvres
leering, scaly fiends and therefore attacks anyone that      and invites the characters to sit. It can be easily drawn
enters this room. She calls her foes “vile devils” and       into a conversation about the cathedral’s inhabitants,
“wicked fiends” as she attacks.                              including the three leaders that vie for power over the
   The characters might think to calm the dragon,            Authority Codex; Cunning Sophistication has a general
such as by removing the magical iron plates from             sense of what the Authority Codex can do and where
its eyes or persuading the dragon that she is being          to find it, though it doesn’t tell the PCs anything it
tricked. Convincing the dragon that she is being             thinks will let them use the ritual (such as telling them
magically misled requires a successful DC 22 Intel-          what it does). Cunning Sophistication can’t help but
ligence (Arcana) or DC 20 Charisma (Deception or             crow about recently imprisoning its own greatest rival,
Persuasion) check. A character can use their action to       the gryllus named Radiant Majesty, in the Prison
remove a plate with a successful DC 16 Intelligence          Tower (Area 11), and will happily describe the habits
(Arcana) or Dexterity (thieves’ tools) check, but only       of the three rival leaders in a supercilious, deprecating
if the dragon has been restrained or is unconscious.         manner. Mostly, the gryllus wants to be entertained
With the plates removed, the dragon understands the          and tells characters the following: “We have some
deception and apologizes to the characters.                  very important people imprisoned here, you know. If
   Breaking Urephexara’s chain is particularly difficult,    you don’t want them all killed, you might want to be
requiring a successful DC 28 Strength (Athletics)            good guests and entertain me.” A successful DC 16
check. Their lock can be picked with a successful DC         Wisdom (Insight) check is sufficient for a character
20 Dexterity (thieves’ tools) check. If the characters       to realize the gryllus isn’t confident in its threat, since
calm the dragon, she can eventually work herself free        only one of the prisoners (General Arvennia in the
and flee the cathedral.                                      prison) is left in its power. It blusters at the characters’
   Floor Symbols. The symbols on the door can be             impudence if asked about prisoners other than the
  charged to empower the characters with fiendish            general.
       power, though the true capabilities of the               The underfiend grows increasingly disturbed as
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     Cunning Sophistication babbles the secrets of the             this skin floor is a stone trapdoor 20 feet square. The
     cathedral, and it attacks if the characters attempt           trapdoor raises and lowers slightly, as though in time
     to leave this room. Apologizing for its companion’s           to a titanic creature’s breathing.
     “atrocious manners,” Cunning Sophistication uses
     mass healing word to heal the underfiend as need-            A skincloak underfiend (page 225) of the Cocytus
     ed but doesn’t attack the characters unless directly         legion is idly playing with the viscera on the altar.
     attacked itself. If the underfiend is defeated, Cunning      Bored and cruel, this underfiend was assigned here
     Sophistication flees.                                        as a guard by the rampant cacodaemon Skelkie when
                                                                  she descended through the trapdoor. Pleased with the
                                                                  opportunity for combat to break the monotony of its
     21. Choir Balcony                                            guard duty, the underfiend expresses its gratitude to
                                                                  the characters even as it attacks them.
      This wide semicircular balcony is 20 feet above the            If the party hasn’t removed the magical curtain
      cathedral floor and altar below. A wrought iron railing     separating this space from the Narthex of Gibbets
      about three feet high rings the balcony’s edge. Stairs      (Area 5), a shimmering purple-and-red curtain blocks
      descend to the cathedral floor from one side of the         the wide opening that would connect the apse and
      balcony, while the other side ends at a door. Hun-          the narthex. In addition to the altar, trapdoor, and
      dreds of bone fragments jammed into the gaps in             stairs, this chamber also contains two closets tucked
      the wrought iron railing all along its length give it the   discreetly beneath the balcony. One of the closets
      appearance of a spine or jaw of broken teeth.               magically cleans any clothing or items placed within,
     Two bonestrike underfiends (page 221) of the                 and it contains pristine priestly vestments. The other
     Cocytus legion keep their collections of broken bones        contains a disemboweled dwarf corpse carrying 18 gp
     here. They shriek and attack anyone they see on the          and 20 pp.
     balcony, but they refuse to leave the balcony, as each is
     concerned that another fiend may steal its collection.       Opening the Trapdoor
     Even if these underfiends hear combat in the apse            The stone trapdoor in the floor is particularly heavy
     below, they only look over the railing to observe the        but cleverly built so that even a weak character can
     fight and don’t participate in it.                           open it. The fleshy passages beneath the trapdoor are
        In combat, one of these fiends charges at intruders       home to one of Leviathan’s many parasites, a hellfire
     while the other teleports behind intruders to attack         lungworm (use statistics for a remorhaz), which
     from the rear. Both fight until slain.                       recently burrowed into the passage below. A centi-
                                                                  pede-like beast with a red carapace, this voracious
                                                                  parasite emits waves of heat from the hellfire that
     22. Podium                                                   burns inside it. As soon as the trapdoor is opened,
     This podium is 20 feet above the floor of the Narthex        the hellfire lungworm surges forth and attacks any
     of Gibbets (Area 5) and positioned so that anyone            creatures it can see, be they mortal or fiend. Like all
     standing at the lectern can be easily seen by anyone in      things of the Underhell, this parasite can’t regain hit
     the narthex. As a strange effect, any character standing     points from rest and has immunity to exhaustion.
     at the podium sees each of the hanging corpses twist           Once the hellfire lungworm is defeated, the party
     its face toward the podium, as though in anticipation        can descend into the fleshy body of Leviathan itself.
     of a speech.
        The door at the rear of the podium leads to the
     choir loft that rings the apse, providing the easiest way    Part 3: Within the Beast
     to bypass the shimmering curtain that separates the
     narthex from the apse.                                       The encounters within Leviathan are generally more
                                                                  challenging than those in Part 2. Characters can trav-
                                                                  el back and forth between the Sanguinary Cathedral
     23. Apse                                                     and Leviathan’s interior, and indeed might have to
                                                                  if they do not remove the Authority Codex from the
      A cracked stone altar drenched in viscera stands            library (Area 6 of Part 2) or didn’t yet find the codex
      near the rear of this apse, beneath an encircling           and the ritual components held by Pathanasar (Area
      balcony 20 feet above that is accessed by a single          12) and Azishath (Area 18). If they have any NPCs
      set of stairs. An area in front of the altar about 30       along but haven’t found the prisoners, one NPC (or
      feet in diameter is cleared of stone to reveal the
                                                                  more) expresses concern about leaving the Cathe-
      tough, scaled flesh of Leviathan beneath. Inset into
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       To Slay Leviathan
dral without checking for the prisoners thoroughly.           1. Septum
If the Wise One (Lord Hollis) is present, he wants to
find either of Pathanasar and Azishath that have not          The trapdoor in the floor leads to a long, fleshy
been defeated yet.                                            passage that descends deeper into Leviathan’s body.
                                                              The scaly flesh of the walls pulses and heaves with
                                                              occasional contractions, and small orifices too small
      Leviathan’s Interior                                    for the characters to fit through lead to other parts of
                                                              Leviathan’s body. After only a few hundred yards, the
The tunnels and passages within Leviathan’s body are          passage drops into a shaft that descends into a wide
lined with a resilient, scaly flesh as hard as packed         area, like a vaulted hall, within the septum of Levia-
dirt. Damage to the body heals quickly, in the form of        than’s heart.
new flesh growing to cover over the wound, making                Two stony polyps extrude from the ground here.
Leviathan’s “restored” sections resemble a disgusting         These are two Cocytus-corrupted ropers (page 167),
cancerous mass. A concerted effort to tunnel through          who serve the Cocytus legion by guarding several
Leviathan’s inner body causes involuntary contractions        chambers within Leviathan’s heart. The ropers conceal
that force each creature within 60 feet of the injury         themselves as polyps until the characters come close
to make a DC 15 Dexterity saving throw, taking 22             enough to attack.
(4d10) bludgeoning damage on a failed save, or half              Exits at the far end of the entry hall to the north
as much damage on a successful one. So long as the            lead to the wide right ventricle (Area 2) and the left
tunneling efforts continue, Leviathan deals this dam-         ventricle (Area 3). Fighting between the residents of
age once per round, but the damage ceases as soon as          these two sides of Leviathan’s heart is sometimes flashy
the tunneling stops.                                          but never does serious harm to either side, let alone
   Leviathan is too large to circulate liquid blood           diminish their combat effectiveness. In any case, there
effectively; its circulatory system is instead filled with    has been a delicate stalemate for weeks now. Skelkie
timeless blood (page 123). A character who succeeds           interrupted this balance when she arrived with a few
    at a DC 14 Intelligence (Arcana) can identify the         fiends under her command, and both sides now watch
        effects of timeless blood when it is first spotted.   carefully for intruders.
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                                                                                 To Slay Leviathan
      2. Stoneheart Halls                                           race used their golems to attempt to fight back the
                                                                    fiends, and one found its way into Leviathan’s body,
                                                                    where it has wandered ever since. The stone giants
       This series of chambers appears to be made from
                                                                    of this world discovered the golem and, although
       gray stone, rather than flesh. Grit floats in the hazy
       air.                                                         they didn’t recognize its insect-like facial features, its
                                                                    hunched, humanoid shape brought to mind echoes
      The stony portion of Leviathan’s heart is a resting           of ancient stone giant elders. Possessing a rudimen-
      place for corrupted elemental spirits that help animate       tary intelligence that most golems lack, this creature
      this titanic flesh golem.                                     welcomed the giants’ fawning attention and accepted
        Hazard: Dislodged Dust. When a creature within              their name of “Walking Ancestor.”
      the Stoneheart Halls misses with an attack that deals            The Walking Ancestor is a stone golem with an
      bludgeoning or piercing damage, the miss dislodges            Intelligence of 6 (–2). It attacks anyone other than
      some grit from the walls, which then floats in the air.       stone giants or gorgons who enter this area in a bid to
      The attacker and all creatures within 20 feet of it gain      keep the secret of the pristine water source secure. In-
      no benefit from being invisible and must succeed on a         jured stone giants might come to beseech the Walking
      DC 14 Constitution saving throw or become blinded.            Ancestor for aid, and the golem plods forth to protect
      The effects end if a target takes an action to wash off       its adopted people. It and the giants do not follow
      the grit with at least a gallon of liquid or brushes it off   those who retreat.
      with 1 minute of effort.                                         Treasure. A character who succeeds on a DC 28
                                                                    Strength check can wrest the decanter of endless water
      2A. Giant Refuge                                              free from the stone in the bottom of the trough.
      This wide chamber is nearly a hundred feet tall, and          Alternatively, 4 hours of chipping away with a metal
      home to several corrupted stone giants. Hab and Larlo         implement or one good hit from an adamantine
      (two Gehenna-corrupted stone giants; page 173) are            implement frees it.
      currently here. The giants frequently test their strength
      against each other and dislike visitors; both are still
                                                                    2C. Gorgon Pen
      agitated from when the cacodaemon Skelkie passed              Wedges of stone partition this passage into smaller
      this way recently. They insist any intruders immediately      areas that function as a stable. Here, the corrupted
      turn around and retreat, attacking if their command           stone giants are working to domesticate the gorgons
      isn’t followed. If badly injured, a giant flees to area 2B    that share their stony realm. Ista (a Gehenna-cor-
      to enlist the aid of the Walking Ancestor.                    rupted stone giant; page 173) is working with a
         Rocky pallets sufficient for five stone giants to sleep    Dis-corrupted gorgon (page 171) in this area. When
      upon line the rear of this chamber, along with an             she sees intruders, she puts the gorgon’s training
      enormous stone basin that contains rancid meat.               to the test. In Giant, Ista commands the gorgon to
         Treasure. The giants each carry bags of rocks and          “trample,” “gore,” and “breathe,” in that order, and
      valuables. Their treasure includes a total of 19 rubies       the gorgon complies if it can. Ista hangs back and
      worth 150 gp each, an ioun stone of protection, and a         throws rocks at whichever character seems to pose the
      fiendish blood shard (page 40).                               greatest threat to her gorgon. She can be talked down
                                                                    with a DC 24 Charisma (Intimidation or Persuasion)
      2B. The Walking Ancestor                                      check, unless the PCs destroy her gorgon, in which
                                                                    case she fights to the death.
       A trough carved into the stone floor here is incon-
       gruously filled with clear water. The walls around it        2D. Gorgon Range
       bear chiseled depictions of giants fleeing battle with       This stony bend contains lifelike statues of several
       fiends and entering the heart of a gigantic beast.           fiends, all desperately clutching at the walls. These
                                                                    fiends were attempting a roundabout sneak attack
      This trough is where the stone giants and the gorgons         on the stone giants in the Stoneheart Halls, but were
      of this area get water; it comes from a decanter of end-      petrified by a pair of wild Dis-corrupted gorgons
      less water sealed into the petrified flesh of Leviathan’s     (page 171) that roams this area. The gorgons once had
      heart.                                                        a thriving population that lived off Leviathan’s flesh
         The worlds ravaged by Leviathan are varied, and            since its last visit to conquer a mortal world, though
      one of these wasted worlds contained a society of             their numbers are somewhat diminished of late. The
      inhuman golem-crafters whose works rival the most             fiends tried to stay out of the charging gorgons’
      sophisticated golems on the characters’ world. This           path, but to no avail. The ill-tempered gorgons
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To Slay Leviathan
      rush the first character they see; one attempts to use      The cavernous left ventricle of Leviathan’s heart has
      trampling charge while the other uses its petrifying        several tumors and polyps, residual effects of the
      breath, and they both thereafter gore whichever foe is      magic that gives it life. These growths don’t harm
      closest.                                                    Leviathan in the short term, and provide excellent
         A wide passage leads out of this room, but this is       places for the defenders of Leviathan’s heart to conceal
      a long artery that leads to other parts of Leviathan’s      themselves and attack intruders. The group is led by
      body; the characters should quickly realize that going      a skincloak underfiend that calls himself Bloodlord.
      too far this way leaves the heart behind.                   He and his minions have clashed against the stone
                                                                  giants and gorgons of the Stoneheart Halls before but
      2E. Border Skirmish                                         usually come out on the worse end of those fights; as
      The rocky walls of the Stoneheart Halls give way to flesh   Cocytus fiends, this drives them into a seething fury.
      here at the site of the recent skirmish between the stone      The malignant chambers have several growths to
      giants and the fiends. The corpses of a lanky stone giant   provide concealment. Creatures in the Malignant
      and three petrified bonestrike underfiends are sprawled     Chambers have advantage on Dexterity (Stealth)
      on the ground here. All have been dead for a few hours.     checks.
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        To Slay Leviathan
Bloodlord captured this stone giant some time ago—          5. Hazy Passage
one of the few successes he’s had against the giants—
and tortured it to death over many days. A Cocytus
                                                             The haze in this short passage is thicker than in other
bonestrike underfiend (page 221) is attempting to
                                                             parts of the heart.
remove the giant’s skeleton, in case it proves use-
ful later. A Cocytus-corrupted roper (page 167)             This short passage acts as a valve to condense and
accompanies the underfiend, though it resembles one         circulate the timeless blood of Leviathan’s body. Each
of the immobile polyps. Both are eager to vent their        end of this short hall contracts and expands regularly,
frustrations on intruders.                                  spending three rounds open and one round closed.
   Treasure. The stone giant’s bag, dashed against a        The area in between is thick with blood haze. The
wall, contains a large diamond worth 1,000 gp, which        closing valves at either end of the passage don’t cause
the fiends have no use for.                                 damage when they shut, but the passageway becomes
                                                            impassable and characters must decide which side of
3D. Throne of Cysts                                         the valve to occupy.
The polyps in this room have been carefully shaped to          The area in the passage between the valves is lightly
grow into the rough shape of a throne. Bloodlord (a         obscured due to the thickness of the timeless blood.
skincloak underfiend, page 225) sulks on the throne,           A roiling damned soul swarm (page 199) lurks
considering how best to overcome the giants of the          in this passage, concealing itself within the thickened
Stoneheart Halls. He’s surprised to see intruders, but      haze. It hides a bonestrike underfiend (page 221)
decides to use them to his advantage. If the characters     within its space. Both fiends belong to the Cocytus
seem interested in talking, Bloodlord imperiously           legion and hope to ambush intruders here. The swarm
demands that the heroes butcher his rivals, the giants      is hiding in the haze, but it becomes invisible as soon
and gorgons; he knows there are three giants, but           as it realizes the characters are in the area. The un-
doesn’t know how many gorgons there are. If they do         derfiend simply leaps into combat, attacking anyone
so, Bloodlord promises to let them pass through his         within reach.
domain unharmed. This is a blatant lie, as Bloodlord
intends to murder the characters as soon as they
return, preferably weakened by the ordeal, whether
                                                            6. The Heart Wound
or not they’ve been successful. If possible, Bloodlord
                                                             One end of this chamber opens into a wide, fleshy
relocates any surviving ropers to this chamber to help
                                                             passage that leads off in two directions. A wind pulls
him overcome the characters. Any character can detect
                                                             along toward these passages. Near the passages, a
his lie with a successful DC 16 Wisdom (Insight)
                                                             long tear in the wall leaks a gelatinous goo. The sub-
check.                                                       stance oozes out of the tear and pools on the floor
                                                             about a foot deep.
4. underfiend Guards
                                                            The passages that exit this room are enormous pul-
                                                            monary arteries that lead away to Leviathan’s lungs,
 This chamber of the heart makes a sharp bend be-
 fore widening into a small, fleshy room.
                                                            where the timeless blood is oxygenated. Characters
                                                            who look into the passage see the opening to Skelkie’s
This area leads from the Stoneheart Halls to Levia-         chamber (Area 8) but should realize that these long
than’s pulmonary arteries. When Skelkie passed this         passages quickly leave Leviathan’s heart behind.
way to discover a good location for her alternate              The pool in front of the tear is a combination of
method of wresting control of Leviathan, she placed         pus and other foul fluids as Leviathan’s body attempts
two of her strongest guards here: a pair of flesheater      to heal this injury to its artery. The goo is slippery;
underfiends (page 223) of the Cocytus legion. To            creatures on foot treat the area as difficult terrain and
pass the time, they’re delicately peeling strips of flesh   have disadvantage on Dexterity checks while within it.
from the walls and consuming them, as they know             Large or larger creatures aren’t impeded by the goo.
that Leviathan contracts quickly to smash those who            The tear was made by a hellfire lungworm (use
dig too greedily into the flesh of the walls. These         statistics for a remorhaz), which lurks out of sight
underfiends are under strict orders to let no one pass;     just inside the tear, feeding on the pus. If the charac-
although they expect stone giants or even rival fiends,     ters disturb the pus, the parasite lunges from the tear,
they don’t hesitate to attack the characters and fight to   intending to supplement its meal. If reduced to fewer
     the death.                                             than 30 hit points, the creature retreats through the
                                                            tear and deeper into Leviathan’s body.
                                                                                                                        104
                                                                                To Slay Leviathan
      7. Skelkie’s Chamber                                          Treasure. The behir keeps its hoard scattered
                                                                 around the floor of this chamber. It includes 670 gp;
                                                                 nine emeralds worth 120 gp each; a silver necklace
       This chamber is a dead-end offshoot from the pas-
       sage outside. Its walls, floors, and ceilings have been
                                                                 worth 90 gp; a platinum scroll tube worth 400 gp
       scorched with spiky runes. The smell of charred flesh     that holds a spell scroll of blood chant (page 33) and
       is heavy in the air.                                      a spell scroll of Saaamaaa ritual (page 37); and a staff
                                                                 of withering that resembles a crudely-carved walking
      Skelkie (a rampant cacodaemon; page 229) and her           stick.
      Cocytus-corrupted minotaur (page 165) bodyguard
      retreated to this chamber when it became clear that
      the leaders in the Sanguinary Cathedral had reached a
                                                                                In the Brain
      stalemate in attempting to wrest control of Leviathan
      with the sundered Authority Codex. Skelkie pretend-        Once the heroes reach Leviathan’s brain with the
      ed madness and left the cathedral, but she has been        Authority Codex and its missing pages, they can begin
      planning a different method of controlling Leviathan       the ritual to slay Leviathan. The ritual requires at least
      and using it to collect enough souls to earn herself       3 participants and takes 10 minutes to perform. As
      ascension to Fiend Lord status. In this chamber near       soon as the characters begin, however, Chthon realizes
      Leviathan’s brain, she hopes to find the right arcane      that outside agents are attempting to wrest control of
      sigils from her stolen pages to control Leviathan with-    Leviathan away from him. Unless you have chosen a
      out needing the rest of the Authority Codex, or even       different controller for Leviathan, Chthon’s avatar
      entering the brain at all.                                 (page 289) appears in the brain, rising from the flesh,
         Skelkie knows that anyone penetrating this far has      and attacks. It telepathically taunts the characters
      bypassed her entourage of fiends, so she immediately       for thinking they could interfere with a beast that
      attacks. Skelkie and her bodyguard fight to the death.     has crushed worlds before and promises that Lord
      She keeps her stolen pages of the Authority Codex          Baphomet’s servants will not let them get away with
      pinned to the fleshy walls of this chamber.                such impudence.
         Treasure. Skelkie is orbited by an ioun stone of           The Authority Codex in Combat. Anyone that has
      absorption, which she uses if targeted by a spell.         read the complete ritual knows that a character can
                                                                 read aloud from the ritual as an action in an attempt
                                                                 to force Leviathan’s brain to overwhelm Chthon’s ava-
      8. Aerial Atrium                                           tar with psychic impulses. The character must attempt
                                                                 a DC 15 Intelligence (Arcana), Wisdom (Insight),
       This vaulted cavern is airy and open, with only a few     or Charisma (Intimidation) check. On a success,
       scattered polyps on the floor. Three wide tunnels exit    Chthon’s avatar takes psychic damage equal to twice
       this chamber. Only one is at ground level; the other      the result of the check. The Authority Codex may only
       two are tunnels 50 feet above the fleshy floor.           be used in this way once each round.
      This is Leviathan’s atrium, where oxygenated time-
      less blood from the lungs enters the heart. The area
      is infused with aerial magic, and all creatures in this
                                                                                 Conclusion
      chamber without a flying speed gain a flying speed of      Once Chthon’s avatar is defeated, the heroes can com-
      10 feet.                                                   plete the ritual and kill Leviathan. After the 10-min-
         The ground floor tunnel leads to the Malignant          ute ritual, the body around them shudders, the organs
      Chambers (Area 3). One of the higher tunnels is a          beginning to decompose and collapse with startling
      long passage that leads to Leviathan’s lungs. The other    speed. The heroes have just enough time to return
      high tunnel leads to Leviathan’s brain, where the          to the Sanguinary Cathedral above before Leviathan
      characters can enact the ritual to kill it.                finally lies still, forever dead.
         However, this chamber is not unguarded. A                  The characters are hailed as heroes, but there is still
      Styx-corrupted behir (page 185) lairs in the               much to do to thwart the Underhell invasion!
      tunnel entrance to Leviathan’s lungs. Whenever any
      creatures enter this chamber, the behir looks over
      the side of its tunnel to see whether it is Bloodlord,
      the only creature the behir gets along with. If it
      sees any other creatures, it soars out of its lair and
      attacks.
105
        To Slay Leviathan
                                                           Scaling This Adventure
                                                            The Gate of Bone is intended for a party of four
107
        The Gate of Bone
the palace or sneaking through the sewers, entering          heaving with irregular contractions, and so
at the same place the party exited the city in Among         on. A number of fiends remain in the city—
the Damned and following the tunnels to the palace’s         even in the sewers—but they are not many and not
undercroft. The first option is more direct but requires     organized while they wait for a new Archlord to come
a confrontation with fiends guarding the city gate,          forth from the Doomgate and lead them. Once the
while the second option is subtler but opens the PCs         characters are in the city, the fiends show little interest
up to unknown dangers in the sewers.                         in them as long as they don’t cause trouble. Feel free
   The Sage has studied the lore of the Doomgate             to expand the trip through the city streets or the
and knows that it is well-protected by two impene-           sewers with additional encounters, particularly if the
trable curtains of energy (the PCs might have seen           characters have allies in the city that remain unac-
one of these curtains of blood and fire in the palace        counted for. The Archlord’s Shadow has gone, which
in Among the Damned). While these curtains of en-            means that rest is now no trouble here.
ergy are at full power, the Doomgate cannot be de-
stroyed, so weakening the energy curtains should be          Entering the Palace
the characters’ first task. The palace chapel possesses      If the characters approached the palace through the
two holy censers; placing a lit censer and invoking          city, they can enter through the east entrance (Area
a short holy ritual—which the Sage shares—should             1) or the west entrance (Area 15); the main entrance
weaken a curtain. Although the fiends have certainly         to the palace has totally collapsed and is impassable.
taken over the chapel, the censers were well-hidden          If the characters came through the sewers, they enter
in a secret niche in the altar, where they have hope-        through the undercroft (Area 2). In either case, the
fully remained undiscovered by the fiends. Once the          once-opulent palace is nightmarish. The marble walls
energy curtains are weakened, the Doomgate can               run with rivulets of blood, staining everything a grue-
be closed with the same ritual… but only from the            some red. The regal ornaments of gold and platinum
other side of the gate. The PCs will have to venture         in each room have morphed into icons depicting
through and enact the ritual from the Underhell;             leering fiends or ghastly acts of torture.
they might have enough time to escape through the
closing Doomgate before it shuts, but there’s a real
possibility the party could be trapped in the Under-         1. East Hall
hell forever. It’s also possible the Doomgate might          The heavy stone doors leading from outside the palace
not allow any creatures, even mortals, through from          into the east hall are closed, but they open with slight
the far side as long as the Archlord is banished. This       effort.
is not a mission for the faint of heart.
   The Authority and the Sage answer any questions            This wide hall has three alcoves to the north; two
the characters have before wishing them good luck in          contain narrow doorways and the third leads to
their quest to destroy the Doomgate.                          descending stairs. The wide stone doors to the east
                                                              are decorated with images of capering fiends holding
                                                              barbed spears, which they use to push some heaving
      Part 1: Home of the                                     tentacled beast into a fiery pit. Another opening
                                                              leads south to a long hallway. The western wall of
              Fiends                                          the room has become an opaque sheet of frost that
                                                              crackles with sporadic blasts of lightning.
The player characters must infiltrate the city where the
Underhell invasion began and reach the palace. The           This hall is normally guarded by underfiends, but
Authority recommended either entering by the city            they’ve recently lost a struggle with the Cocytus-cor-
gates or sneaking through the sewers. The first option       rupted creatures lairing in the salon (Area 7). A
requires confronting or bypassing a vigilant group of        single body of a corrupted creature lies here: a twisted
three flesheater underfiends (page 223) at the city          minotaur man with a bestial face and old scars all over
gate. The second option seems safer, but the corpses         his body. He still wears a breastplate, and his broken
dumped into the sump at the sewer entrance have              axe is still clutched in his lifeless hand. A DC 14 Wis-
congealed and animated into two crawling hordes              dom (Perception) check finds the burned outlines of
(page 147).                                                  slain underfiends whose bodies crumbled to ash. The
  The city is unrecognizable, contorted to the fiends’       surviving underfiends retreated to the chapel (Area
evil vision. A horse stable has become a fiendish pris-      3) and are currently pleading with the fourth-circle
     on, a bath house offers festering pits of acidic pus,   fiend there for its aid, leaving this room temporarily
        a sewer passage is now an enormous intestine         unguarded.
                                                                                                                           108
                                                                                   The Gate of Bone
         The rippling curtain of frost that crackles with        geance against the corrupted guards, but has drawn
      lightning is opaque and impenetrable. Every 1d4            out its blessings and preparations to feed its desire to
      hours, beginning 1d4 minutes after the party first         serve as a “high priest” once again. The underfiends
      enters this area, the curtain emits a spray of jagged      are getting restless, but they don’t want to take on
      lightning. Four different random creatures in the          the corrupted guards without aid. If the characters
      room (or all creatures, if there are fewer than 4 crea-    flee, the fiends don’t follow. If the characters defeat
      tures present; the lightning does not strike the same      the philter, the underfiends immediately surrender
      creature more than once at a time) are struck and          and offer to help the characters against the corrupted
      must make a DC 16 Dexterity saving throw, taking           guards. The underfiends honestly explain that they
      55 (10d10) lightning damage on a failed save, or half      want revenge for an earlier attack, but they don’t share
      as much damage on a successful save. A creature that       that they intend to betray and attack the characters
      fails the Dexterity saving throw is also struck with       once they are weakened by the corrupted guards. A
      bone-numbing cold and is paralyzed for 1 minute.           successful DC 15 Wisdom (Insight) check senses the
      In addition, the curtain automatically deals damage        duplicity in their telepathic offer.
      to and paralyzes any creature attempting to pass              Treasure. As the Sage mentioned, the altar contains
      through it, as though such creature was struck by the      a hidden niche bearing two censers and several sticks
      frigid lightning (no saving throw), and the creature is    of blessed incense. The characters don’t need to make
      pushed back into this room.                                a check to find this niche, as they’re aware it exists,
         The north doorways lead to the undercroft (Area         but they must move the heavy bloodstained door
      2), the chapel (Area 3), and the collapsed hall (Area      off the altar to access it, which requires a successful
      4). The opening to the south leads to the sculpture        DC 15 Strength (Athletics) check. In addition to the
      hall (Area 5).                                             censers and incense, the niche contains a necklace of
                                                                 prayer beads with one bead each of blessing, curing,
                                                                 favor, and smiting.
      2. Undercroft
      This low-ceilinged room extends underneath the             The Censers
      chapel and the east hall. Several small alcoves with       To have an effect, a censer must be lit and left burn-
      shelves and cabinets once held food and other sup-         ing within 5 feet of a curtain of energy in the east hall
      plies, but all have rotted away. A drain in the floor      (Area 1) or the west hall (Area 13). While lighting
      with a metal lid leads to the sewers. The lid isn’t        the censer, a character must invoke a short ritual that
      fastened down but, at just over 2 feet across, the drain   takes 3 rounds to intone. After this time, the censer
      is a tight fit for Medium characters. Trapped Stairs:      is sanctified for as long as it burns. A sanctified censer
      Stairs lead up to the east hall. One of the palace’s       suppresses the curtain’s energy blasts and weakens the
      defenders laid a trap in this area before fleeing out      Doomgate, as explained in Area 14. (The characters
      through the sewers weeks ago. A symbol spell on the        can also sanctify the censers on the other side of the
      stairs produces a death effect when stepped on or          energy curtains by lighting them both in Area 14.)
      crossed over; its spell save DC is 18 (which is also the   There is enough blessed incense for each censer to
      DC to notice it with an ability check).                    burn for 8 hours. The curtain fires upon anyone in-
                                                                 voking the ritual unless the ritual is completed before
      3. Chapel                                                  1 minute has passed since the previous bolt erupted.
109
        The Gate of Bone
                   110
The Gate of Bone
      in danger of further collapse. As an action, a character     legion. The fiends replaced these creatures’ souls with
      who realizes the danger can intentionally prod the           hellfire but the creatures retain their skill at arms.
      ceiling with a pole or weapon at a distance, triggering         When the Archlord was defeated and the fiends fell
      the trap. Otherwise, any attempt to move or search           to infighting, the corrupted creatures here decided
      through the rubble at the end of the hall triggers           to attack some of the underfiends that they deemed
      the trap. When the trap is triggered, the unstable           rivals, since they belonged to a legion that they felt
      ceiling collapses. Any creature in the area beneath the      had failed the Archlord. The battle occurred in the
      unstable section must make a DC 15 Dexterity saving          east hall very recently. Afterward, the underfiends
      throw, taking 55 (10d10) bludgeoning damage on a             fled to the chapel while the four Cocytus-corrupted
      failed save, or half as much damage on a successful          minotaurs (page 165) retreated here to recover under
      one. Once the trap is triggered, the floor of the entire     the protection of two Cocytus-corrupted ropers
      hall is filled with rubble and becomes difficult terrain.    (page 167). They attack any intruders and non-Cocy-
                                                                   tus underfiends they detect.
      5. Sculpture Hall
                                                                   8. Ballroom
       Nooks in this hall contain stone sculptures depicting
       various animals, heroes, and gods. Each wears a look         The once-elegant tapestries in this vaulted ballroom
       of abject terror, its hands or limbs in front of its face    are in tatters and streaked with filth. A quartet of
       as though to shield it from something awful.                 instruments on a raised stage in an alcove to the
                                                                    southeast are connected together with iron rods and
      This hall once contained ten priceless works of art,          sinew. As the sinew flexes and contracts on its own,
      but the fiendish influences leaking in from the Un-           the instruments play a cacophonous tune. Doors
      derhell have transformed each into a visage of terror.        lead out to the north and west.
      They are now worthless.
        A creature that touches or attacks a sculpture sees        Believing themselves to be the height of courtly
      an image of this supernatural terror and is subject to       sophistication, five shining grylluses (page 217)
      the phantasmal killer spell with a spell save DC of 15.      dance in an ungainly parody of a stately gavotte.
      A statue automatically concentrates on the spell each        These grylluses once served as the philter’s congrega-
      round for its duration unless it is destroyed (AC 17,        tion in the chapel (Area 3), but once the Archlord
      17 hp, resistance to slashing damage, immunity to            fell, they abandoned their mockeries of worship for
      poison and psychic damage).                                  revelry here. The grylluses invite anyone entering this
        If the party makes significant noise while in this         chamber to dance with them; while two grylluses
      hall, such as by destroying a statue, the corrupted          make a show of inspecting the newcomers, the other
      guards from the salon (Area 7) come to investigate.          three cast glibness. The glib grylluses then promise the
                                                                   characters that if they prove to be skillful dance part-
                                                                   ners, the grylluses will reward them with secrets of
      6. Storage                                                   the Doomgate. These are lies, of course; the grylluses
      This storage room held tables, chairs, and other             merely hope to separate and distract the characters be-
      furnishings that could be moved into the ballroom or         fore attacking them. Characters that fail on a DC 21
      the throne room for special occasions. The fiends have       Wisdom (Insight) check are automatically surprised
      smashed the furniture beyond repair. There is nothing        when the grylluses attack.
      of value here.                                                  The instruments are connected by an intricate
                                                                   system of animated sinew and iron. The contraption
                                                                   is delicate and collapses if disturbed. A double door
      7. Salon                                                     to the north leads to the east hall (Area 1), while both
                                                                   doors to the west lead to the sculpture hall (Area 5).
       This sitting room has several low couches and small
                                                                      Treasure. The instruments include a fine lute, a
       wooden tables. The room is in remarkably good
                                                                   harp, a harpsichord, and pipes of haunting. The three
       repair compared to the rest of the palace, apart from
                                                                   non-magical instruments are finely made and worth
       some scorching. The room’s only door leads east.
                                                                   150 gp each.
      This salon was once used by dignitaries to rest and
      chat informally. It is now the lair of mortal creatures
      that the Archlord deigned to offer power in exchange
      for allegiance while he was working with the Cocytus
111
        The Gate of Bone
9. Balcony                                                  10. Portrait Hall
 This wide balcony is the main entrance of the palace,       This hall is adorned with paintings of rulers and
 although the entrance doors have collapsed. Wide            dignitaries, each suffering fiery torments, such as
 halls lead off to the east and west, while two sets         open flaps of skin packed with embers. Beneath each
 of curving stairs descend to the main floor of the          portrait is a brass plaque describing the tortures in
 throne room. Space is bent and skewed strangely,            startling detail.
 however; the throne room appears impossibly large           Several doors lead from this hall, although the
 and incredibly distant. The stairs seem to extend for       north part of the hall is totally blocked by a col-
 hundreds of yards, rather than only a few feet.             lapse.
The Doomgate warps space strangely here, making the         Each of the portraits in this room wails in pain as a
large throne room appear significantly larger. Viewing      character passes it, but this gruesome hallway is other-
anything in the throne room below from this balcony is      wise harmless. The doors lead to the guardroom (Area
difficult, as though trying to see a mirage through heat    11) and the kitchen (Area 12). Because the collapse
shimmers. Despite their skewed appearance, however,         is impassable, this hallway no longer leads to the west
the staircases descend only 20 feet to the throne room      hall.
holding the Doomgate (Area 14). The openings to the
east and west lead to the sculpture hall (Area 5) and the
portrait hall (Area 10), respectively.
                                                            11. Guardroom
   The balcony initially appears unguarded, but that’s
                                                             This long room contains several overturned desks,
because its guards are carefully hidden to ambush in-
                                                             weapon racks, and armor stands. Several short
truders. Two roiling damned soul swarms (page 199)
                                                             lengths of rope hang from rafters across the ceiling,
are invisible here, and they conceal two bonestrike
                                                             as though whatever once hung here has been cut
 underfiends (page 221). These fiends attack any             down.
       non-fiend that enters the balcony.
                                                                                                                       112
                                                                                 The Gate of Bone
      The fiends hung several of the recalcitrant palace          15. West Hall
      guard here—all those who didn’t become the corrupt-
      ed guard in the salon (Area 7)—before transforming          The large stone doors leading from outside the palace
      them into maggots. The room is now unoccupied.              into the west hall hang loosely on their hinges; trying
                                                                  to open one causes that door to fall to the ground and
                                                                  splinter with a heavy crash.
      12. Kitchen
                                                                   The west hall of the palace holds charred wood and
       This kitchen is a mess of rotted food, scattered            half-melted metal that looks to have once been fancy
       utensils, and broken cookware. Doors lead out to the        furniture. The north side of the hall is collapsed; the
       north, west, and south.                                     only exit is a marble door leading south. To the east
                                                                   stands a floor-to-ceiling opaque curtain of fire that
      No one has been in this ruined kitchen for quite some        occasionally spits drops of sizzling blood.
      time. The north door leads into the serving hall (Area
      13), while the other doors both lead into the portrait      This room is guarded by a powerful fourth-circle
      hall (Area 10).                                             fiend called the hell hound alpha (page 245). The
                                                                  alpha prefers the hunt to standing guard and is there-
                                                                  fore restless; it relishes any opportunity for combat
      13. Serving Hall                                            and eagerly pursues any foes that flee.
      This short hall connects the kitchen (Area 12) and             The curtain of fire and blood in this room is
      the reception room (Area 14). Servers providing food        impassable, and it is one of two energy curtains that
      to dignitaries in the reception room would arrange          reinforce the Doomgate. Every 1d4 hours, starting
      meals here. It is empty now, its shelves coated with a      1d4 minutes after the party first enters the room, the
      glistening, smelly slime.                                   curtain spits out a roaring jet of flame, as the flame
                                                                  geyser hazard (page 126), except the roaring pillar is
                                                                  horizontal rather than vertical. The curtain of fire and
      14. Reception Room                                          blood automatically deals damage to any creature at-
                                                                  tempting to pass through it, as though such creatures
       This stately reception room is littered with chunks of     were caught in the path of the flame geyser, and such
       stone from a collapse in the southwestern corner. Its      creatures are pushed back into the room.
       small tables, stools, and sideboards are coated with          The door to the south leads to a short hall blocked
       dust and ash.
                                                                  by rubble and containing the door to the reception
      With the defeat of the Archlord, some fiends have           room (Area 14).
      turned to outside allies to bolster their own position.
      Two leering grylluses (page 215) are negotiating with       16. Throne Room
      an efreeti named Aziza Al-Rasheet. Aziza pretends to
                                                                  The throne room is normally visible from the entry
      haughty indifference, but she is currently an outcast
                                                                  balcony (Area 9), but, due to spatial warping leaking
      from her clan and desperately needs the support the
                                                                  in from the Underhell, the room’s features are hard to
      fiends can offer. If their negotiations are interrupted,
                                                                  discern until a character descends a staircase into the
      Aziza imperiously insists that she will handle the
                                                                  room. Creatures in the throne room can’t be seen at
      intruders on her own. The grylluses are happy to let
                                                                  all from outside it.
      Aziza bear the brunt of combat, casting cure wounds
      and guiding bolt to assist her. Even if the grylluses are    This enormous vaulted room has a smooth stone
      defeated, Aziza presses the attack, hoping to negotiate      floor pocked with pools of congealed blood and
      with someone higher in the fiendish hierarchy after          littered with scraps of charred flesh. The north end
      she’s proven her skill at defeating trespassers. The         of the room is dominated by a massive, freestand-
      grylluses have so far prevented her from realizing that      ing archway of bone and rock constructed around
      the Archlord is indefinitely banished to the Underhell,      a tear in space. Several tiny pale creatures, like
      and heroes can convince her this isn’t worth her trou-       larvae with feral humanoid faces, writhe around
      ble with a successful DC 17 Charisma (Deception or           the arch. To the west of the arch stands an opaque
      Persuasion) check. A successful DC 17 Wisdom (In-            curtain of fire that sizzles and spits drops of blood.
      sight) check allows anyone who listens to her words to       To the east of the arch is another curtain of energy,
      deduce her motives, granting advantage on a Charis-          this one made of swirling frost that crackles with
      ma check that takes advantage of this information.           lightning.
113
        The Gate of Bone
The open archway is the Doomgate, and it harbors the        strength from the curtains of energy on
entrance to the Underhell. The Doomgate is protected        either side of it, but it is weakened if the char-
by one of the most powerful of the fourth-circle fiends,    acters place the sanctified censers near the energy
the cendiary (page 241). The cendiary has appoint-          curtains. If only one censer is in place and sanctified,
ed itself guardian of the Doomgate. It rolls endlessly      the DCs of the Dexterity saving throw to avoid being
around the throne room, prepared to crush anyone—           engulfed and the Strength check to break free both
mortal or fiend—that approaches the gate from this          decrease to 12. In addition, the damage dealt by the
side. The cendiary fights to the death, but it has a hard   larvae are halved. If both censers are in place and
time ascending the stairs and therefore doesn’t pursue      sanctified, the larvae simply squirm disturbingly but
foes who flee. Once the cendiary is defeated so close       don’t attack.
to the Doomgate, its evil nature explodes outward;             Although the characters likely placed the censers in
any mortals in the throne room when the cendiary is         the east hall (Area 1) and the west hall (Area 15), they
destroyed must succeed on a DC 17 Wisdom saving             can also place the censers near this sides of the energy
throw or gain the psychic inferno curse (page 122).         curtains to weaken them. However, the cendiary can’t
   The pools of congealed blood and scraps of flesh         abide their presence; it rolls over the censers, knocking
come from previous victims the cendiary has smashed,        them aside and sending them skittering across the
as well as its own appendages that it continually           room. While the Archlord is banished, the Doomgate
crushes as it rolls along. The pools are toxic and the      can’t let more fiends into the mortal world.
gore rises to seep into open wounds. Any creature
injured while standing in one is immediately subject
to cendiary paste poison (page 129).
                                                                                                                        114
                                                                                 The Gate of Bone
         Beyond the Doomgate                                  to enter the Underhell is immediately subjected to the
                                                              Underhell traits, described below; in particular, char-
                                                              acters that enter the Underhell prior to the character
      After the characters have secured the palace and        with the Sanguine Ward must succeed on a DC 15
      defeated or driven off the cendiary guarding it, they   Charisma saving throw or gain 2 levels of exhaustion.
      can work on closing the Doomgate
      for good. The tear in space                                                  Optional Underhell Rules
      at the gate’s center is more                                                      The Underhell is a domain
      than twenty feet wide. It                                                         entirely antithetical to mortal
      shows a fiery hellscape                                                           life. It follows the rules for being
      with flickering shadows                                                       in an Archlord’s shadow (page
      that conceal ominous                                                      227-8), although it doesn’t require a
      shapes; as with the                                                         particular Archlord to maintain it.
      space-warping                                                               In addition, the Underhell saps away
      barrier concealing                                                          mortal stamina. A creature that isn’t
      the throne room                                                              a fiend, construct, or undead that
      from the balcony,                                                             starts its turn in the Underhell
      characters on the                                                               takes 5 (2d4) necrotic damage,
      palace side of the                                                               and its hit point maximum is
      Doomgate can’t                                                                     reduced by an amount equal
      make out any-                                                                       to the damage taken. The
      thing specific                                                                       creature dies if this damage
      beyond it.                                                                           reduces its hit point maximum
         If they                                                                                  to 0. While within 90
      take over an                                                                                     feet of a creature
      hour, fiendish                                                                                     with the Sanguine
      reinforcements                                                                                      Ward, this damage
      eventually arrive from                                                                              is reduced to only
      elsewhere in the city                                                                              2 (1d4) necrotic
      (roll on a Levels                                                                                damage. Certain
      14–16 encounter                                                                                fiend-created rituals
      table), with more                                                                            and unguents can pro-
      coming every 1d4                                                                         tect from this pervasive loss
      x 6 hours there-                                                                    of mortal essence, but none are
      after. Reinforce-                                                                 available to the characters.
      ments that reach                                                                    The Underhell consists of bleak
      any placed censor                                                              terrain, mostly fleshy ground (page
      knock it over,                                                                 126), with pits of boiling blood
      requiring a new                                                             that vent fire like a flame geyser
      ritual to reacti-                                                       hazard (page 126). Although vertigi-
      vate it.                                                               nous cliffs and deep chasms are typical
         Once                                                                   throughout the Underhell, the region
      both en-                                                                         where the Doomgate stands is
      ergy cur-                                                                                fairly flat, as Baphom-
      tains are                                                                                    et needed to stage
      weakened                                                                                       thousands of fiends
      by sanctified                                                                                  near the gate for the
      censers, a                                                                                    invasion.
      character can                                                                                  An Underhell Adven-
      enter the Under-                                                                        ture. If you are adapting
      hell by stepping through                                                       another adventure to run briefly
      the Doomgate. Only one mortal can                       in the Underhell, you should adjust the Underhell
      enter the Doomgate each round, and doing so takes       traits to suit it and save the Greater Evil encounter
      an action to touch the Doomgate. The first character    for the ultimate climax. The terrain should be a
115
        The Gate of Bone
warped and evil exaggeration of your setting, and the     The party’s only options are to either seal the
rate at which the Underhell saps life from creatures      Doomgate despite the mockery or else defeat
should be slowed to suit the timeline of the adventure.   the Archlord here in the Underhell, which should
So long as you maintain that long rests are impossible    be a truly epic challenge.
in the Underhell, but want to leave the option for
short rests, we recommend that the necrotic damage
and hit point maximum reduction should happen at                          Conclusion
the start of every hour.
                                                          Even if the characters neither closed the Doomgate
The Guardian Mob                                          nor defeated the new Archlord, they have stalled the
The first mortal intruder draws the attention of a        invasion for now as the ritual has rendered the current
mob of fiends from the Underhell side. A bonestrike       Doomgate useless to the fiends as long as mortals
underfiend (page 221) and seven simpering maggots         keep it safe. If the characters managed to close the
(page 209) rush toward the mortal intruders. They         Doomgate before their defeat at the claws of Chthon,
had been moving a hulking plague tower (page 43)          the Spider Mastermind, they have a major victory to
150 feet from the Doomgate when they notice the           celebrate nonetheless: any Archlord requires a great
mortal arrival. The underfiend moves forward and          deal of time—perhaps centuries—to open a new
uses its prey-seeking teleport to enter melee; the mag-   Doomgate.
gots simply have to run across the distance. This fight     If the characters defeat the Spider Mastermind
should be desperate for the first one or two characters   in combat, their victory is more obvious, and more
to enter the gate, and if their companions wait too       dramatic; when the new Archlord dies, its powerful
long, the first travelers might be overwhelmed.           howl tears holes in the reality of the Underhell and a
                                                          fog immediately descends over the characters’ vision.
The Ultimate Sacrifice                                    When it clears, they are back in the throne room. A
                                                          jumbled heap of bone and flesh stands nearby, the
A creature that passes through the Doomgate into          only evidence of the Doomgate that loosed such evil
the Underhell can’t return to the mortal world now        into the world. The invasion is finally over, its archi-
that there is no Archlord on the mortal side. The holy    tects defeated, and the heroes are needed to rebuild
ritual that the Sage imparted can be used to stabilize    their world.
the Doomgate long enough for mortal creatures to
return through it, but then it can’t be used to close
the Doomgate. The characters must therefore choose
between leaving the Underhell—and leaving the
Doomgate open—or remaining in the Underhell to
put a permanent end to the gate.
                                                                                                                     116
                                                                               The Gate of Bone
117
      A World torn asunder
A World torn asunder
A Planet Apocalypse campaign is defined by disrupting the known order of the world with a fiendish invasion. It’s
up to the GM how dramatically the invasion breaks the world, as well as how quickly the invasion spreads before
the player characters have a real chance to resist it. Within the area affected by the invasion, however large that is,
the world is very much coming apart at the seams.
  This chapter explains how the Underhell’s fiendish denizens function and how they undermine the world they
invade.
                                                                                                                          118
                                                                         A World torn asunder
         A side effect of this fusion of mortality and fiendish    lover was subsumed by the Doomgate and the player
      magic is easily overlooked by the fiends: mortals that       strives to rescue or avenge them.
      have some blood or important symbolic connection                Another great option for your campaign is to have
      to the bodies used to create the Doomgate are insu-          a key NPC inherit the Sanguine Ward—one who
      lated from most of the invasion’s malefic influence.         can’t defend themselves, such as a child, infirm elder,
      Because blood seems to                                                                      or other relatively weak
      be important to                                                                               individual—whom
      the connection,                                                                               the heroes must
      some mortal                                                                                   protect whilst also
      scholars of this                                                                              keeping the bearer
      occult evil have                                                                              of the Ward near
      taken to calling                                                                               enough to benefit
      the protection a                                                                               from its power.
      “Sanguine Ward.”                                                                                  A Campaign with-
      The manner                                                                                     out the Sanguine
      of connection                                                                                  Ward. The Sanguine
      required to                                                                                    Ward, whose special
      create a Sanguine                                                                              connection helps the
      Ward is not well                                                                               heroes to stand and
      understood but                                                                                  lead in the face of an
      seems to extend                                                                                 otherwise over-
      at times to even                                                                                whelming invasion,
      very distant blood                                                                              is pivotal to a Planet
      relations, sworn                                                                                Apocalypse campaign.
      blood brothers,                                                                                 If they lack access
      and connections                                                                                  to the powers of the
      through marriage                                                                                 Sanguine Ward, Un-
      or fraternal organi-                                                                             derhell fiends should
      zations.                                                                                         generally be treated
         The Sanguine                                                                                  as 1 challenge rating
      Ward suppresses                                                                                  higher than normal,
      the Hard to See                                                                                  or else you should
      and Sickening                                                                                    plan adventures and
      Appearance traits                                                                                encounters as if your
      of all fiends within                                                                             player characters
      90 feet. Thus, one                                                                               were 1 level lower
      creature with the                                                                                than they are.
      Sanguine Ward can
      protect many other
      creatures from the fiend’s traits, even if those creatures                                 The Nature
      lack the Sanguine Ward. In addition, the Sanguine
      Ward often helps with the cosmic rifts that accompa-
                                                                            of the          Underhell
      ny Underhell fiends.
                                                                   The arrival of Underhell fiends has thrown the world
         A Planet Apocalypse campaign assumes one of
                                                                   into disarray, but where did they come from? The
      the player characters in the party has the Sanguine
                                                                   following presents two possible answers, each appro-
      Ward, though whether that character is aware of why
                                                                   priate for a different sort of cosmology. The Archlords
      they have this ability or any connection with one of
                                                                   and their minions might be old and forgotten parts of
      the slain components of the Doomgate is up to you.
                                                                   the known fiendish order (that is, they are a subtype
      Ignorance of the Ward or its source can heighten the
                                                                   of demon lord or other recognized archfiend), or they
      mystery of the game, while a personal bond with one
                                                                   might represent an entire lost plane of existence of
      of the deceased can add to the drama of the cam-
                                                                   primordial evil, remote from the Material Plane.
      paign. Perhaps the player character is a bastard heir to
      the throne or a secret sibling of one of those bonded
      to the Doomgate, or perhaps a parent, sibling, or
119
        A World torn asunder
Forgotten Fiends Returned                                   The Fiendish Invasion
If the Archlords and their fiends are demons (or
another known type of fiend), their Underhell home is       Underhell fiends are exceptionally cruel and difficult
simply a remote region of the Abyss or another existent     to reason with, but they are not simply mindless
evil plane. In this case, the fiends have long lurked se-   engines of destruction. Rather, their evil is born of
cretly in remote parts of the plane in question, but now    an utter willingness to exploit anyone and anything
they have suddenly emerged with overwhelming force          as a resource for their own power and gratification.
to claim the mortal world.                                  Theirs is an old, basic evil of ruthlessness, callousness,
   Perhaps they were once famous masters of the lower       and brazen negligence. Their numbers include some
planes but were long ago defeated and have been bid-        lawful and some chaotic fiends, but all are the purest
ing their time ever since, growing their numbers while      of irredeemable evil.
avoiding contact with other planar forces. Through it          Only the most manipulative of the Underhell fiends
all, they have kept their eyes squarely on the prize of     has any interest in negotiating, tempting, or bargain-
the mortal world. Through secret dealings and coor-         ing with non-fiends. A gryllus might toy with a mortal
dinated, violent overthrows of known archfiends, the        that amuses it, but rarely will the interaction end with
Archlords and their fiendish legions have consolidated      any result other than the gryllus eventually killing the
a force strong enough to breach the barriers between        mortal.
the spiritual and physical worlds.                             Underhell legions are built upon the strong
   In this campaign, the fiends are likely to have at-      exploiting the weak, while the weak struggle to find
tracted allies from better-known fiendish factions. De-     an opportunity to exploit their peers in a bid to rise
mons in particular are likely to flock to serve among       above their station and overthrow those who have
these fiendish legions, eager to exploit their obvious      abused them.
power and their access to the mortal world. Devils
and other fiends are liable to form such alliances with
the proper incentives and agreements, and their pro-                      Cosmic Rifts
pensity for organization makes them useful additions
to the legions.                                             The appearance of an Archlord upon the Material
                                                            Plane leaves a scar on the very fabric of reality. When
                                                            Doomgates open, they allow the will and power of the
Underhell Sealed Away                                       Archlord to spread across the land. Rifts form around
In this cosmology, the Underhell that the fiendish in-      a region or even around the entire world, interfering
vasion comes from is a distinct evil plane of existence     with the function of several kinds of magic. Prophecy,
long sealed away beneath the deepest, darkest pits of       summoning, and other interdimensional travel all
the known evil planes. Perhaps its denizens are pro-        become riskier or even outright impossible until the
genitors of evil as it is currently known, or maybe they    invasion is stopped. These effects also apply in the
are evils that have survived after being driven away
by the known fiends, fearful of their singular cruelty
and nigh-unstoppable cohesion. Now, circumstances
have unfolded to unlock their primeval prison: the                  Rifts Invalidating
stars are aligned or the Underhell fiends have simply               Player Choices
consolidated their magical and military might to the                Regardless of the extent of the cosmic
point that they can force their way past whatever                   rifts surrounding an invasion, as the
seals the fiends or the gods used to confine them.                  GM you should explain to your players
   In this campaign, the fiendish invasion is likely               that the presence of the rifts might
feared even by other fiends and consists mostly or                 cause their spells not to work as
completely of monsters from this book. The heroes
                                                                   intended. You are encouraged to allow
might attract help from unexpected quarters as even
                                                                   a player who has invested in a spell
some evil forces fall in to support them when things
                                                                   that does not work correctly to choose
look worst. Most evil entities will simply try to stay
                                                                   a different spell of the same or lower
out of the invasion’s way, however.
                                                                   spell level in its place.
                                                                                                                         120
                                                                        A World torn asunder
      Underhell, even when an invasion is not underway.           Subverted Summoning
         Sanguine Wards and Cosmic Rifts. Because the
      cosmic rifts described here result from the Underhell       Conjurations and other magic effects that bring
      forcing its nature on the Material Plane through            creatures to the Material Plane from other planes
      the Doomgates, characters can bypass some of the            of existence are badly warped by the cosmic rifts
      cosmic rifts’ effects if they have a blood connection       surrounding an Archlord’s invasion. If a spell would
      to a Doomgate and thus a Sanguine Ward. Since               conjure a creature that is not a fiend, instead a fiend
      Doomgates use mortal flesh as a conduit for Under-          of similar challenge rating answers the summons. If
      hell magic, mortals connected to that flesh are natu-       your campaign uses the Sanguine Ward, characters
      rally attuned to some degree to these cosmic rifts.         with a blood connection to the Doomgates can avoid
                                                                  this misdirection by succeeding on a Charisma saving
                                                                  throw against the spell’s save DC.
      Quashed Prophecy                                               Fiends conjured this way must make a Charisma
      Prophecy, including spells like divination and com-         saving throw against the caster’s spell save DC; on a
      mune, relies upon direct contact with a deity or divine     success, they are not under the caster’s control and
      emissary. The cosmic rifts that accompany an Under-         act as they wish. On a failed save, a conjured fiend
      hellish invasion make this contact difficult or impossi-    must obey its summoner until the start of its next
      ble to maintain. Depending on the tone you want for         turn, at which point it may attempt the saving throw
      your campaign, this might mean that characters other        again. On a successful save, a conjured fiend can act
      than the PCs struggle to learn anything useful from         as it wills for as long as the original spell’s duration,
      their patron deities or it might mean that no one,          unless the spell’s duration involves concentration, in
      not even the PCs, can learn anything from spells like       which case the fiend may act freely for 1 hour. At the
      this. At your discretion as the GM, a character with a      end of that time, the fiend vanishes. Generally, an
      blood connection to the Doomgates might be able to          uncontrolled fiend attacks non-fiends other than the
      get clearer information than other creatures using the      summoner or prioritizes attacking the summoner,
      same means.                                                 depending on whether the creature is opportunistic or
         As prophecies fall silent, spells to predict the         was conjured away from some important task.
      future cease to function properly and provide vaguer
      information than usual. If it suits the campaign, the       Twisted Planar Traval
      thoughts and goals of the Archlord might leak into
      the spells’ results seemingly at random. You can use        Cosmic rifts isolate the region of the invasion from
      garbled divination spells and prophecies to provide         planes of existence other than the Underhell itself.
      glimpses of a far-distant Archlord antagonist long          Anyone using magic to travel from the world to
      before the party is ready to face that foe. Although the    another plane of existence must succeed on a DC 15
      deity might only be able to answer some questions or        Charisma saving throw or the spell sends the traveler
      give unclear answers, consider having the Archlord’s        to the far side of the Doomgate (in the Underhell)
      goals and tactical priorities (such as laying the Archlo-   instead of the intended destination, where fiends
      rd’s Shadow over sacred sites or spreading fiendish         or environmental hazards deal 5d6 fire, necrotic, or
      reinforcements farther from the Doomgate at the ori-        poison damage (GM’s choice) to the creature before
      gin of the invasion) come through as if in the middle       the spell fails and the creature returns to the location
      of a train of thought in place of one or more answers.      it departed from. A character with a blood connection
      Prophecy quashed in this manner can thus still serve        to the Doomgates has advantage on the saving throw
      to introduce important plot information in a way that       to avoid this misdirection, at the GM’s discretion.
      nonetheless conveys that a deep spiritual intrusion is
      going on in addition to a physical one.
         If you prefer the invasion to have silenced prophecy
      completely, the spells might yield nothing, they might
      provide a glimpse into the shrieking depths of the Un-
      derhell, or they might yield glimpses of the Archlord’s
      power instead of any intentional information from
      the gods.
121
        A World torn asunder
                                                              The curse can be lifted with a remove curse
Ravaged Lands                                                 spell. Whenever the creature deals the killing
                                                              blow to a fiend with a challenge rating higher than
By their very nature, fiends of the Underhell warp            its level, the creature can make another saving throw,
reality in ways inimical to mortal life. These illnesses      ending the curse on itself on a success.
and mutations often spread in advance of the fiendish
armies, taking a dire toll on mortal populations and          Gaping Thoughts
making the world ripe for the fiends’ grim harvest.           This curse settles on texts written by or about fiends,
Some of these maledictions plague the Underhell as                   especially after the owner of the text has been
well, afflicting anyone reckless enough to fight the                               slain. A creature that reads the
fiends in their home realm.                                                          cursed text must make a DC 14
                                                                                      Wisdom saving throw. The cursed
                    Curses                                                             creature takes 14 (4d6) psychic
                                                                                        damage and is cursed on a failed
                                                                                        saving throw, or takes half as
Underhell fiends carry an ancient spite that can
                                                                                        much damage and is not cursed
cling to survivors of any encounter with them.
                                                                                         on a successful saving throw.
                                                                                         While cursed, the creature has
Coward’s Halo
                                                                                         vulnerability to psychic damage.
Fiends of the Sheol Legion are fond of                                            Whenever the cursed target takes psy-
targeting the weakest in a group of crea-                                           chic damage, including from this
tures and of striking precisely for the                                               curse, it must succeed on a DC 14
greatest effect. When a creature leaves                                                Constitution saving throw or its
combat with a Sheol fiend without                                                       hit point maximum is reduced
killing it, the fleeing creature must                                                    by the psychic damage it takes.
succeed on a DC 15 Wisdom saving                                                           The reduction lasts until the
throw or be illuminated by a blood-                                                        creature finishes a long rest
red nimbus that casts dim light in a                                                        after the curse is lifted. The
20-foot-radius sphere. Any attack roll                                                     curse can be lifted with a
against a creature bearing this nim-                                                      remove curse spell.
bus has advantage if the attacker
can see it, and the affected creature                                               Psychic Inferno
can’t benefit from being invisible.
                                                                                   A creature burned by hellfire risks
The curse can be lifted with a remove
                                                                                      the fire continuing in its mind
curse spell or by killing the fiend
                                                                                       and soul long after the flame is
that laid the curse.
                                                                                       extinguished. Hellfire burns with-
                                                                                     out burning out, which means that
Curse of Torments
                                                                                    terrain that catches on hellfire can
This curse settles on records of                                                spread the psychic inferno long after
fiends, places where fiends have                                              the fiends that lit it are gone; it needs
tortured mortals or void mag-                                                      air, but no fuel. A creature can also
gots, and skeletoys (page 42).                                                       be exposed to psychic inferno by
A creature that touches or                                                           slaying or fleeing from a powerful
interacts with one of these                                                      Phlegethon fiend. A creature exposed
things must succeed on a DC                                    to the curse must succeed on a DC 17 Wisdom
15 Wisdom saving throw or be                                   saving throw or it is cursed. The cursed creature must
frightened of fiends. Each time                                succeed on a DC 17 Wisdom saving throw at the
the creature takes a long rest, it is                         end of any round during which it took fire damage or
beset by visions of fiendish torturers and must make          was within 5 feet of a fire at least as large as a campfire,
another saving throw whenever it finishes the rest. On        taking 21 (6d6) psychic damage on a failed save, or
a failed save, it takes 14 (4d6) psychic damage and           half as much damage on a successful one. After three
gains 1 level of exhaustion. If the frightened condition      successful saves, the curse ends. The curse can be lifted
   is removed, it returns when the creature is damaged        by a remove curse or other spell that removes curses if
        by a fiend or fails a saving throw against a fiend.   cast using a spell slot of at least 5th level.
                                                                                                                             122
                                                                                          Ravaged Lands
      Soul Seepage                                                   retreat to places of safety, they risk bringing the dis-
      This curse is a malady of the spirit, causing the cursed       ease with them and infecting an entire nation before
      creature’s soul to leak spiritual energy. This energy          a fiend even sets foot on its soil. These diseases can be
      leakage can be sensed by fiends at a range of 6 miles,         ended by a lesser restoration spell.
      who are drawn to the infected creature like moths to
      flame. Soul seepage is transmitted by sharing energy;          Gasp of Fire
      when an infected creature casts a spell that doesn’t re-       Gasp of fire is a disease that strikes the lungs,
      quire an attack roll or saving throw on a creature, the        spreading minuscule tumors that grow quickly and
      target of the spell must succeed on a DC 16 Charisma           ultimately choke infected creatures to death. These tu-
      saving throw or become infected with soul seepage              mors are particularly susceptible to flame and shrivel
      unless it is a construct. Similarly, if an infected crea-      when the infected creature inhales air heated by a fire.
      ture is targeted by a spell that doesn’t require an attack     This disease is airborne and particularly contagious;
      roll or saving throw, the caster must succeed on a DC          each minute a beast, giant, or humanoid breathes the
      16 Charisma saving throw or become infected unless             air within 20 feet of an infected person, that creature
      it is a construct.                                             must succeed on a DC 13 Constitution saving throw
         The symptoms of soul leakage manifest the next              or contract the disease.
      time the infected creature finishes a long rest. The              The disease’s symptoms become noticeable 1d4
      creature feels strangely disassociated from its body, as       days after infection. The infected creature rarely
      though its animating spirit was only loosely tethered          knows it is infected, as the tumors in its lungs don’t
      to its physical form. The infected creature takes a –1         impede breathing until they fully blossom at the end
      penalty on attack rolls, saving throws, and ability            of the incubation period. The creature’s breathing is
      checks. After each long rest, the infected creature            plagued by wheezing and gasping, and they become
      must make a DC 16 Wisdom saving throw. On a                    fixated on any source of flames nearby. The infected
      failed save, the penalty worsens by 1. On a success-           creature suffers one level of exhaustion and cannot
      ful save, the penalty improves by 1; if the penalty            reduce its level of exhaustion below 1 for as long as
      becomes 0, the creature recovers from the curse. If            it has the disease. The infected creature can’t breathe
      the penalty reaches –5, the infected creature’s soul           unless it is within 40 feet of an open flame at least
      slips free, and it dies. This curse can be lifted only by      as large as a Medium campfire or within 80 feet of a
      a spell that removes curses (such as remove curse or           Large or larger open flame. If the creature is outside
      greater restoration) cast using a spell slot of at least 8th   this radius, they are subject to suffocation. To obtain
      level.                                                         the fires necessary to survive, many infected creatures
                                                                     burn their belongings or turn to arson.
      Timeless Blood                                                    At the end of each long rest after symptoms appear,
      Slain Underhell fiends often emit a spray of blood             the distances from an open flame that the infected
      that lingers in the air in the space where they had            creature can still breathe are reduced by 10 feet; for
      been standing for 1d10 days, hanging unaffected by             instance, after a single rest, the creature can breathe
      gravity or wind. Timeless blood is rarely thick enough         within 30 feet of a campire or 70 feet of a bonfire.
      to impede vision, but it draws away the vitality of            After four rests, when this distance to a campfire is re-
      creatures within it. A creature that enters an area of         duced to 0 feet, the infected creature can only breathe
      timeless blood is cursed unless it succeeds on a DC            when within 40 feet of a Large or larger open flame.
      15 Constitution saving throw. It regains only half the         After eight rests, when the bonfire distance is reduced
      normal number of hit points from spending Hit Dice             to 0 feet, the infected creature cannot breathe at all,
      and regains no hit points from finishing a long rest           even if they are on fire (though sufferers usually try
      (although it still regains Hit Dice from a long rest).         lighting themselves on fire to breathe).
      The curse can be lifted with a remove curse spell or by           The only way to cure gasp of fire, other than
      washing with one dose of holy water per point of the           magical effects such as the lesser restoration spell, is to
      cursing creature’s challenge rating.                           inhale a significant amount of fire directly into the
                                                                     lungs to burn the tumors out. An infected creature
                                                                     doing so makes a DC 15 Constitution saving throw,
                           Diseases                                  taking 28 (8d6) fire damage on a failed save, or half
                                                                     as much damage on a successful one. In either case,
      The following diseases afflict those who enter lands           upon inhaling the flames, the creature must succeed
      controlled by the fiends, particularly those in the            at a DC 13 Constitution saving throw to recover
      Acheron and Tartarus Legions. When these explorers             from the disease.
123
        Ravaged Lands
Deathlike Rigor                                              Skinshine
This infection, generally contracted from undead such        This infection causes the infected creature’s mus-
as damned soul swarms and those awakened by an               cles to swell beneath the skin, causing their skin to
invasion, causes the infected creature’s sinews to turn      stretch into a characteristic smooth and shiny pallor.
stiff and solid, causing it to lurch when it tries to walk   This period doesn’t last long, as the skin splits and the
or run. It then begins to stink like death. Eventual-        swollen muscles quickly rot in the open air. The dis-
ly, the creature is immobilized and can die of thirst           ease isn’t infectious until the infected creature bears
or starvation without help. A humanoid that                          these open sores. A humanoid that touches
touches someone in the second or a later stage                          someone in the second stage of skinshine
of deathlike rigor must succeed on a DC                                 must succeed on a DC 15 Constitution
13 Constitution saving throw or become                                     saving throw or become infected.
infected.                                                                             The first stage of the disease
   The first stage of the disease                                                    manifests 1d6 hours after infection.
manifests 1 minute after infection.                                                   The infected creature’s muscles
The infected creature’s movements                                                       expand noticeably and grant the
become stiff and painful, giving it                                                       creature advantage on Strength
disadvantage on Dex-                                                                         checks. Infected creatures in
terity ability checks,                                                                        this stage of the disease feel
Dexterity saving                                                                            particularly mighty and, rath-
throws, and attack rolls                                                                   er than acknowledge that they
that use Dexterity. At                                                                     are sick, become prone to
the end of each long                                                                        making reckless decisions. At
rest after the creature                                                                     the end of each long rest after
shows symptoms,                                                                             the creature shows symp-
the infected creature                                                                        toms, the infected creature
must make another DC                                                                          must make another DC
13 Constitution saving                                                                          15 Constitution saving
throw. On a failed save,                                                                        throw. On a failed save, the
the creature progresses                                                                        creature progresses to the
to the second stage.                                                                       second stage. On a successful
On a successful save,                                                           save, the disease is cured.
the disease is cured.                                                               In the second stage of skinshine,
   In the second stage of                                                       the infected creature’s muscles expand
deathlike rigor, all the                                                          enough to burst the skin, particularly
infected creature’s speeds                                                         along the back, chest, arms, and
are reduced by 10 feet                                                             legs. The infected creature gains
and it emits a stink like a                                                        one level of exhaustion that cannot
ripe corpse. Any non-fiend                                                        be removed as long as they have the
creature that starts its turn                                                    disease, except that the creature does
within 5 feet of the victim                                                       not have disadvantage on Strength
must succeed on a DC 10                                                            checks. Whenever the infected crea-
Constitution saving throw                                                         ture engages in a physically strenuous
or be poisoned until the                                                            task, they must succeed on a DC 15
start of the failing creature’s                                                      Constitution saving throw or take
next turn. At the end of each long rest, an                                          9 (2d8) slashing damage. Strenuous
infected creature must make a DC 13 Constitution                                  tasks include making an attack in
saving throw. On a failure, the creature’s speeds are        combat, making a forced march for 1 hour, moving at
each reduced by another 10 feet, to a minimum of 0           a fast pace for 1 hour, or making a Strength check or
feet. While the creature’s speeds are 0 feet, it is also     saving throw. At the end of each long rest, an infect-
paralyzed. On a success, the speeds are each increased       ed creature must make a DC 15 Constitution saving
by 10 feet. When the reduction to the infected               throw. On a success, the saving throw DC to avoid
creature’s speeds is completely reversed, the creature       taking slashing damage for physical activity decreases
     recovers from the disease.                              by 1d6. When the saving throw DC drops to 0, the
                                                             creature recovers from the disease.
                                                                                                                               124
                                                                                          Ravaged Lands
      Writhing Flesh                                              passing through a bladed thicket that treats the thick-
      The infected creature’s skin writhes with fiendish          et as difficult terrain takes 5 (1d10) slashing damage
      parasites. Most of these parasites are too small to see,    for every 5 feet it moves. Each 5-foot square of bladed
      but they produce angry red traces across the skin           thicket can be attacked and destroyed (AC 13; hp 30;
      and a distinctive itching that makes this disease easy      vulnerability to fire damage; immunity to piercing
      to recognize. Writhing flesh is typically acquired in       and psychic damage).
      piles of rotting flesh or other areas of gore where            Rusted. Some bladed thickets are rusty, making
      flesh-devouring parasites swarm and lay their young.        them hard to spot until a creature walks into them.
      Living creatures in such environments must succeed          Only a creature walking in the lead with a passive
      on a DC 14 Constitution saving throw or contract            Perception score of at least 15 notices the blades 1d2
      writhing flesh.                                             x 5 feet before walking into the thicket. A successful
         The disease manifests 1 day after infection as           DC 15 Wisdom (Perception) check picks out the
      squirming red traces spread across the skin. The in-        boundaries of the thicket.
      fected creature’s muscles tear and bruise easily, as they
      are riddled with tiny tunnels created by the burrowing      Boilpit
      parasites. The infected creature has vulnerability to       Challenge: 1 (200 XP)
      bludgeoning damage.                                         A sore in the ground like an infected boil, a boilpit
         At the end of each long rest after symptoms appear,      is normally 40 feet in diameter but might be much
      the infected creature must make a DC 12 Consti-             larger. It most often appears in fleshy ground (see
      tution saving throw. On the first failed save, the          below). A closed boilpit can appear to be an ordinary
      character gains vulnerability to bludgeoning, piercing,     patch of ground, in which case it can be detected
      and slashing damage. On the second failed save, the         only with a successful DC 15 Wisdom (Perception)
      character becomes vulnerable to all damage except           check or Intelligence (Investigation) check to note
      psychic damage. On the third and each subsequent            the slight bulge it creates above it. When 30 or more
      failed save, a swarm of insects with a corruption           pounds of weight are applied to the closed boilpit, it
      trait (page 156) emerges from the creature’s skin and       bursts, dropping anything atop it inside and splashing
      attacks it and any nearby creatures. On a successful        anything within a distance of its edge equal to half
      save, the infected creature is fighting off the disease     its diameter. A boilpit is half as deep as it is wide and
      and doesn’t worsen, but must still make saving throws       filled with a viscous, noisome pus that bubbles and
      after each long rest. After three successful saving         splashes the area, draining vitality. Objects touched by
      throws, the creature recovers from the disease.             the pus acquire its distinctive stench and are bleached
                                                                  of color; most such objects retain the smell forever. A
                                                                  creature splashed by or touching the pus of a boilpit
            Hazards and Traps                                     must succeed at a DC 13 Constitution saving throw
                                                                  or gain one level of exhaustion; the creature must
      The land twisted by the fiends sometimes creates the        continue to make a saving throw at the start of each
      following hazards. These hazards are particularly com-      of its turns if it remains in contact with the boilpit.
      mon in the Underhell and areas where the fiends have        If a creature is immersed, it instead must make a DC
      had a longstanding presence. Anywhere an Archlord’s         15 Constitution saving throw or it gains 2 levels of
      Shadow has ever passed is sure to have hazards or           exhaustion on a failed save, or 1 level on a success-
      traps such as these.                                        ful one. The flesh of a creature that suffers a level of
         Each hazard or trap that presents a threat on its        exhaustion from a boilpit becomes a waxy, pale color
      own provides a challenge rating for use if your game        until the creature is no longer exhausted. A disin-
      awards noncombat XP for traps or similar challenges.        tegrate, dispel evil and good, or lesser restoration spell
                                                                  cast on the boilpit removes it. A closed boilpit has a
      Bladed Thicket                                              challenge rating of 2 (450 XP).
      When Cocytus fiends overtake a small wooded area,
      particularly one embedded in a cultivated landscape         Field of Corpses
      or lying along a well-traveled route, the plants grow       Most fiends care little what happens to the corpses
      small metal or obsidian blades and sprawl over nearby       of their victims, merely leaving them in heaps to rot.
      paths or roads. These plants bend in the way of the         When entire fields lie covered with rotting corpses,
      fiends’ enemies. Bladed thickets count as difficult         they breed disease. A field of corpses can be of any
      terrain for all creatures except fiends and creatures       size or shape, and many contain other terrain
      moving directly toward fiends they can see. A creature      features, hazards, or carrion-eating monsters.
125
        Ravaged Lands
Any creature entering a field of corpses or finishing a    A restrained creature or a creature within 5
rest there is exposed to sewer plague or an Underhell      feet can attempt to free the restrained creature
disease.                                                   as an action with a successful DC 15 Strength
                                                           (Athletics) check. Creatures can use a burrowing speed
Flame Geyser                                               to move through fleshy ground as if it were firm soil.
Challenge: 5 (1,800 XP)
Areas that have been occupied by Phlegethon fiends         Fog of Fear
for a substantial length of time can sponta-               The Lethe Legion’s devotion to terror can take pal-
neously develop geysers of flame.                               pable form. Wherever Lethe fiends have been
These geysers erupt in pillars of                                         particularly successful, they may leave
fire with a diameter of 5                                                      behind a thick fog that clings
to 10 feet and a height                                                          to a specific spot. This fog is
of 50 feet. These                                                                 unaffected by weather and all
eruptions occur at                                                                 but the strongest winds, re-
random, at inter-                                                                   maining stubbornly in place.
vals of 1d4 hours,                                                                   A fog of fear generally fills
and last 1 round.                                                                     a specific area where Lethe
A creature caught                                                                      fiends inflicted significant
in a geyser of flame                                                                   amounts of terror, such as
must make a DC                                                                         a courtyard or a paddock,
16 Dexterity saving                                                                     and can be of any size or
throw, taking 55                                                                        shape, so long as it is con-
(10d10) fire damage                                                                     tiguous. The fog obscures
on a failed save, or                                                                    vision as an ordinary fog,
half as much damage                                                                     making all creatures within
on a successful one.                                                                    it heavily obscured, but
Some Archlords                                                                          creatures within the fog
and fourth-circle                                                                       see horrifying shapes. A
fiends develop a                                                                        creature that isn’t a fiend
connection to                                                                           that starts its turn within
areas containing                                                                         a fog of fear must succeed
flame geysers and                                                                        on a DC 15 Wisdom
can trigger their                                                                          saving throw or be fright-
eruption as an                                                                              ened of the fog. While
action. A flame                                                                              frightened by the fog,
geyser cannot be                                                                              the creature must
triggered again                                                                                use its movement to
in this manner                                                                                  retreat to the nearest
for 1 hour.                                                                                     safe spot from which
                                                                                                it can’t see the fog
Fleshy                                                                                         and is at least 60 feet
Ground                                                                                       away from it. Once the
                                                                                          creature is at least 60 feet
In places where
                                                                                      away from the fog of fear
an Archfiend’s
                                                                                  and can’t see the fog, it is no
shadow has passed or
                                                                      longer frightened.
where Underhell fiends have died, the ground itself
can become infused with living flesh that stretches
for feet or for miles. The bulk of fleshy ground is
                                                           Gravity Cliff
tough and calloused, like firm earth, and pocked with      Magic trap
weeping, pulsating sores between 5 and 50 feet across      Challenge: 2 (450 XP)
that are difficult terrain. Each creature that touches a   The Styx Legion uses malevolent, magical windstorms
sore must succeed on a DC 15 Strength saving throw         to defend their skies and to churn through mortal
      or become restrained by the ground; constructs,      worlds. These windstorms encounter few barriers strong
        fiends, and undead are immune to this effect.      enough to curtail them but are sometimes stopped by
                                                                                                                         126
                                                                                      Ravaged Lands
      rocky cliffs. When they stall against such a cliff, they            A successful DC 15 Wisdom (Perception) check
      may infuse the cliff with an effect that reverses gravity        discerns an absence of foot traffic over the section
      within 5 feet of the cliff face. A typical gravity cliff is 60   of floor that forms the pit’s cover. A successful DC
      feet tall, but it can be taller or shorter.                      15 Intelligence (Investigation) check is necessary to
         The cliff is difficult to identify as unusual, requir-        confirm that the trapped section of floor is actually
      ing a 20 Wisdom (Perception) check to detect the                 the cover of a pit.
      different feel of gravity in the split second before                When a creature steps on the cover, it swings
      fuly entering the affected area or a successful DC 17            open like a trapdoor, causing the intruder to fall
      Intelligence (Arcana or Investigation) or Wisdom                 into the pit below. The door then silently swings
      (Survival) check.                                                closed again. The pit is usually 20 feet deep but can
         While the gravity cliff itself cannot be lifted into          be deeper. The pit is a well of supernatural darkness
      the clouds, any creature entering the area falls up-             that can’t be brightened by light other than true sun-
      ward, as with the reverse gravity spell, and can attempt         light. A creature that starts its turn in the darkness
      a DC 17 Dexterity saving throw to grab onto a fixed              must succeed on a DC 15 Wisdom saving throw or
      object within reach (such as the cliff face). If it fails        be magically blinded and deafened for as long as it
      this save, the creature is hurled up the height of the           remains in the darkness and for 10 minutes there-
      gravity cliff and flung over its edge, taking falling            after. Exposure to sunlight ends these conditions
      damage as though it had fallen the distance to the top           immediately.
      of the cliff. The creature lands at the top of the gravity          Once the pit trap is detected, an iron spike or sim-
      cliff, just beyond the area of reversed gravity.                 ilar object can be wedged between the pit’s cover and
                                                                       the surrounding floor in such a way as to prevent the
      Isolating Oubliette                                              cover from opening, thereby making it safe to cross.
      Mechanical trap                                                  The cover can also be magically held shut using the
      Challenge: 1 (200 XP)                                            arcane lock spell or similar magic.
      This pit trap has a cover constructed from material
      identical to the floor around it.
127
        Ravaged Lands
Mist of Degeneration                                        Pool of Gloom
Fiends of the Dis Legion delight in regression and          The Acheron Legion creates pools of lunging
degeneration, using enslavement, forced mutation,           shadows to defend strategic locations. These pools can
and similar tactics to amplify the animalistic impulses     cover terrain of any kind (so long as the terrain is not
of their victims. In some places, such as in a dark cav-    exposed to regular direct sunlight, which burns away
ern or a warehouse employed as a prison, Dis fiends         the shadows) and can be of any size or shape, so long
make long and intense use of these vile tactics. Even       as the spaces are contiguous. Nothing less than sun-
after Dis fiends abandon such places, these locations       light can raise the illumination of a pool above dim
remain tainted by this evil and develop an atmospher-       light. A creature that isn’t a fiend that comes within
ic effect that echoes the fiends’ tactics. This mist of     10 feet of a pool of gloom must succeed on a DC 16
degeneration can fill part or all of an enclosed area       Charisma saving throw or become overwhelmed with
and can be of any size or shape, even forming small         despair for as long as it is within 10 feet of a pool of
pockets within a large space or containing pockets          gloom and for 1 hour thereafter. While a creature is
of untainted space in the mist’s interior. The mist is      overwhelmed with despair, it can’t attack or cause any
transparent and visible with a successful DC 13 Wis-        creature to make a saving throw and it has disadvan-
dom (Perception) check.                                     tage on Intelligence, Wisdom, and Charisma saving
   When a creature that isn’t a construct, undead,          throws. When the despairing creature is damaged or
or fiend enters the mist, it must succeed on a DC           succeeds on a saving throw, the despair ends.
15 Intelligence saving throw or lose all ability to use
language (resorting to grunts and gestures to com-          Suffocating Ash Pit
municate) and to cast spells with verbal components         Mechanical trap
until it leaves the mist. A creature that fails this save   Challenge: 1 (200 XP)
also despises being burdened; if it is wearing heavy        The continual fires of Phlegethon fiends generate
armor or is encumbered, it takes whatever actions are       plenty of ash as a natural byproduct. These fiends dig
necessary to doff its armor or drop items until it is no    pits to fill with suffocating ash. The pits vary in size
longer wearing heavy armor and is not encumbered.           but are generally at least 15 feet deep. A creature can
                                                            only distinguish the pit from the surrounding ash if it
Noxious Acid Pool                                           succeeds on a DC 18 Wisdom (Perception) check or
Mechanical trap                                             Intelligence (Investigation) check to notice the slightly
Challenge: 4 (1,100 XP)                                     different way the ash settles or the loose surface below.
The impregnable fortifications of the Annwn Legion             A creature entering a suffocating ash pit immedi-
are much more memorable for their thick, spiked             ately sinks 1d4 feet, becomes restrained, and catches
walls—especially those made of living, screaming            on fire. At the start of its turn, it sinks another 1d4
flesh—than for the moats of acidic water that often         feet. The creature or another creature that can reach
surround such walls. Yet these moats sometimes              it can pull the restrained creature out by taking an
acquire spiteful magical effects as they dwindle into       action and succeeding on a Strength (Athletics) check
acidic pools. Such pools can be of any shape, size, or      with a DC of 8 plus the number of feet it has sunk. A
depth, so long as they are contiguous; they may cover       creature not in the ash has advantage on this Strength
any terrain or contain other hazards.                       (Athletics) check but the attempt causes it to catch on
   Any creature or object that touches the acid of          fire.
the pool takes 9 (2d8) acid damage. A creature that            A creature on fire takes 5 (1d10) fire damage at
is completely submerged in the acid pool or starts          the start of each of its turns until it is free from the
its turn submerged within it takes 45 (10d8) acid           suffocating ash and someone takes an action to douse
damage. A non-magical object that isn’t made of             the fire.
stone, metal, or another material resistant to acid is         When a creature starts its turn submerged, it must
destroyed 1 round after being submerged in an acid          hold its breath or make a DC 15 Constitution saving
pool, but magic items usually survive immersion             throw as the burning ash chokes it. On a failed save, it
much longer.                                                is stunned by terrible choking and loses 5 (1d10) hit
   Camouflaged Noxious Acid Pool. Some noxious              points.
acid pools are covered to make them harder to detect,          A beast, giant, or humanoid that comes within 20
as normal for a pit trap or isolating oubliette (above).    feet of a disturbed suffocating ash pit is exposed to the
A camouflaged noxious acid pool has a challenge             gasp of fire disease (page 123).
      rating of 5 (1,800 XP).
                                                                                                                        128
                                                                                       Ravaged Lands
      Vicious Halo
      Magic trap
                                                                                      Poisons
      Challenge: 2 (450 XP)
                                                                 The fiends of the Underhell have no compunction
      Fiends of the Sheol Legion are fond of targeting the
                                                                 against using poison against their foes, and many
      weakest in a group of creatures and of striking pre-
                                                                 fiends or corrupted creatures are naturally venomous.
      cisely for the greatest effect. Sheol fiends sometimes
                                                                    The following new poisons are only available for
      magically imbue a strategic spot—a tight twist in a
                                                                 purchase from the most notorious black markets,
      staircase, for example, or a switchback along a steep
                                                                 whose proprietors don’t mind trading in the substanc-
      ravine—with a vicious halo spun from powdered
                                                                 es used by creatures who would enslave and destroy
      mortal souls. The halo fills a 20-foot cube and is
                                                                 them.
      invisible unless seen through magical means, such as
                                                                                      Acheron Rot (Inhaled). The barren,
      the detect magic spell. A successful DC 17 Intelligence
                                                                                          gloomy lands inhabited by the
      (Arcana) check also recognizes fiendish patterns in
                                                                                          Acheron Legion produce a dismal
      drifting motes of nearby dust.
                                                                                          fog that can be captured and
         Any creature entering a vicious halo must make
                                                                                         concentrated into this pale, poi-
      a DC 17 Dexterity saving throw or take 27
                                                                                       sonous gas. A creature subjected to
      (5d10) necrotic damage and shed gray light in
                                                                                       this poison must succeed on a DC
      a 10-foot radius from trailing streamers of its
                                                                                      12 Constitution saving throw or be
      own blood being siphoned back to the halo for
                                                                                     poisoned for 24 hours. The poisoned
      8 hours. A creature that takes necrotic damage
                                                                                     creature emits a decaying stench. Any
      must succeed on a DC 17 Constitution sav-
                                                                                creature other than a construct, fiend, or
      ing throw or its hit point maximum is
                                                                                undead that starts its turn within 10 feet
      reduced by the amount of necrotic
                                                                                of the poisoned creature must succeed on
      damage it takes until it finishes
                                                                                 a DC 12 Constitution saving throw or
      a long rest. Any attack roll
                                                                                    be poisoned until the start of its next
      against a creature shedding
                                                                                     turn. On a successful saving throw,
      this light has advantage
                                                                                      the creature is immune to the poi-
      if the attacker can see it,
                                                                                       soned creature’s stench for 24 hours.
      and the affected creature
                                                                                          Babble Slime (Contact). Mas-
      can’t benefit from being
                                                                                       sive, gibbering, slug-like creatures
      invisible.
                                                                                       heave through the Underhell,
                                                                                      leaving this poisonous slime in their
      Wriggling Water                                                                wake. A creature subjected to this
      Many fiends infest stag-                                                     poison must succeed on a DC 16 Con-
      nant ponds or lakes with                                                  stitution saving throw or be poisoned
      their corrupting presence,                                               for 8 hours. The poisoned creature can’t
      and even large swaths of                                                understand what other creatures say, can’t
      fiend-infested oceans are                                            read, and speaks and writes only in gibberish.
      subject to their taint. Water                                        Cendiary Paste (Injury). This thick, pale
      that shelters fiends takes on                                     goo is made from insect venom mixed with the
      a measure of their boundless                                    fiery residue of smashed flesh that the cendi-
      hatred and lust for destruction,                           ary (page 241) leaves behind as it rolls over its own
      spawning tiny, translucent globs of thickened water        appendages. A creature subject to this poison must
      like miniscule eels. These swarming, wriggling pests       make a DC 14 Constitution saving throw or take 10
      occupy an underwater area and pose a danger to liv-        (3d6) poison damage and 4 (1d8) fire damage and
      ing creatures that venture within it. When a creature      must repeat the saving throw at the end of each of
      that isn’t a construct, fiend, or undead enters an area    its turns. On each successive failed saving throw, the
      of wriggling water for the first time or starts its turn   creature takes 3 (1d6) poison damage and 4 (1d8) fire
      there, that creature must make a DC 13 Constitu-           damage. After three successful saves, the poison ends.
      tion saving throw or become blinded and deafened              Debilitating Sludge (Contact). This chunky cream
      until the start of its next turn, as the wriggling water   has gobs of rotted flesh suspended within it. A crea-
      attacks the creature’s eyes and ears.                      ture subjected to this poison must succeed on a DC
                                                                 18 Constitution saving throw or be poisoned for
129
        Ravaged Lands
                                                                                        pinnacle of grace
  Poison Name                           Type               Price per Dose               and sophistication.
  Acheron rot                         inhaled                  500 gp                   If the charming creature
  Babble slime                        contact                  200 gp                   or its apparent allies attack
  Cendiary paste                       injury                  600 gp                   the charmed creature or
  Debilitating sludge                 contact                 1,000 gp                  force the charmed creature
  Dull-thought draught               ingested                  150 gp                   to make a saving throw,
  Fiend-blind ectoplasm               contact                  750 gp                   the charmed creature is
  Flesh-softening mucus               contact                  200 gp                   no longer charmed by
  Maggot spleen                        injury                   80 gp
                                                                                        the attacker or any of the
  Majestic breath                     inhaled                  250 gp
  Sequestering poison                 contact                  350 gp
                                                                                        attacker’s apparent allies.
  Underfiend bile                      injury                 5,000 gp                      Sequestering Poison
  Wasting flesh                      ingested                  50 gp                    (Contact). Magically
                                                                                        created from the darkness
                                                                                        inside fiendish oubliettes,
                                                                                        this poison robs its victims
1 hour. The poisoned creature has disadvantage on                                       of sensation. A creature
saving throws.                                             subjected to this poison must succeed on a DC 15
  Dull-Thought Draught (Ingested). Brewed from             Constitution saving throw or be poisoned for 1 min-
the blood of void maggots, this poison dulls the           ute. The poisoned creature is blinded and deafened.
mind and slows reactions. A creature subjected to this       Underfiend Bile (Injury). This poison must be
poison must succeed on a DC 13 Constitution saving         harvested from the bile of an Underfiend from the
throw or be poisoned for 8 hours. The poisoned crea-       Acheron, Cocytus, Gehenna, or Tartarus Legions.
ture can’t take reactions.                                 A creature subjected to this poison must make a
  Fiend-Blind Ectoplasm (Contact). This cloudy             DC 17 Constitution saving throw. On a failed save,
poison drawn from the residue of damned soul               the creature takes 21 (6d6) poison damage and is
swarms causes the victim to fail to see fiends at all. A   poisoned for 1 hour. All attack rolls made to hit the
creature subjected to this poison must succeed on a        poisoned creature have advantage, and it can’t move
DC 15 Constitution saving throw or be poisoned for         away from an enemy within 60 feet that it can see.
8 hours. Fiends are invisible to the poisoned creature.    On a successful save, the creature takes half as much
The poisoned creature’s eyes become a roiling gray         damage, is poisoned for 1 round, and creatures do not
color.                                                     get advantage on attack rolls to hit it.
  Flesh-Softening Mucus (Contact). This gelatinous           Wasting Flesh (Ingested). This tasteless, odorless
mucus makes flesh weaker and more sensitive. A             poison permeates the flesh of creatures corrupted by
creature subjected to this poison must succeed on a        the Tartarus or Gehenna Legion, or by Humbaba’s
DC 13 Constitution saving throw or be poisoned for         Shadow. One minute after exposure to this poison,
1 minute. The poisoned creature gains vulnerability to     the subject must succeed on a DC 15 Constitution
bludgeoning, piercing, and slashing damage and has         saving throw or be poisoned. When the poisoned
advantage on Wisdom (Perception) checks that rely          creature finishes a long rest, it can make a new saving
on touch.                                                  throw, ending the condition on a success.
  Maggot Spleen (Injury). This poison must be
harvested from the spleen of a void maggot from the
Acheron or Tartarus Legion. A creature subjected to
this poison must make a DC 10 Constitution saving
throw, taking 7 (2d6) poison damage on a failed save
or half as much damage on a successful one.
  Majestic Breath (Inhaled). This foul-smelling
poison is distilled from the fetid breath of grylluses.
A creature subjected to this poison must succeed on a
DC 13 Constitution saving throw or be poisoned for
1 hour. The poisoned creature must succeed on a DC
13 Intelligence saving throw each time it perceives a
   new creature or group of creatures, or it is charmed
       by those creatures and considers them to be the
                                                                                                                        130
                                                                                      Ravaged Lands
                                                                   circle” within the fiendish hierarchy, a negligible
      Fiendish Legions                                             rank below all others. All other fiends can issue these
                                                                   pathetic creatures orders, but they rarely do so when
      The fiends of the Underhell are grouped into factions        these minions are undertaking specific orders for a
      known as legions. A fiendish legion is a difficult           higher-ranked fiend. The physical effects of a legion
      concept for most mortals to understand: it functions         also apply to these minions, although in the case
      as a cross between a team, a religion, and a mutual          of void maggots, they tend to be physical transfor-
      philosophy of violence and self-satisfaction, especially     mations rather than a sense of personal identity or
      in war. Many fiends consider their legion to be part of      philosophy espoused by more powerful fiends. Void
      their identity, and nearly all fiends manifest different     maggots serve as expendable infantry, servants, and
      powers based on the legion to which they belong.             bodyguards, and they make up the vast majority of
         Jockeying for position within a circle is often in-       the legions’ forces. Those who fail the circled fiends
      tense, particularly among grylluses, and usually takes       are used as raw materials for structures, equipment,
      a form consistent with the legion’s philosophy. Fiends       and magic items such as skeletoys (page 42). If the
      in the Gehenna Legion often engage in bloody phys-           legion includes fiends from outside the Underhell, the
      ical contests, for example, while fiends in the Lethe        unranked void might include dretches and lemures.
      Legion try to dominate their peers through fear and             First Circle. The lowest circle of true fiends is the
      isolation. The hierarchy of circles is consistent across     haughty grylluses, who resent their inferior position
      legions, and most fiends defer to it even when they          and continually scheme to advance in power and
      aren’t in the same legion—a underfiend of the Lethe          prestige. If the legion includes fiends from outside the
      Legion knows better than to disobey a cacodaemon of          Underhell, the first circle might include imps, quasits,
      the Gehenna Legion, for example.                             and bearded devils.
         Fiends of the same rank often feud between legions,          Second Circle. Underfiends occupy the second cir-
      however. There are constantly shifting tensions              cle, serving as shock troops, elite infantry, and squad
      between the legions, as each one in turn takes offense       leaders. If the legion includes fiends from outside the
      at some action of another legion or some subjectively        Underhell, the second circle might also include chain
      inferior aspect of that legion. A high-ranking fiend of      devils, hezrous, and vrocks.
      one legion often orders lower-ranking fiends of anoth-          Third Circle. Cacodemons constitute the third cir-
      er legion to act against the other legion’s philosophy       cle, serving as field commanders, magical experts, and
      and strategy, sparking reprisals from the lower-ranking      fiery artillery on the battlefield. They like to put their
      fiend’s superiors within its own legion. These reprisals     foes off-balance but prefer to leave the subsequent
      are set aside when major strategic goals are on the          physical engagement to fiends of other legions. If the
      line, and more often take the form of personal vio-          legion includes fiends from outside the Underhell, the
      lence and humiliation rather than large-scale conflict.      third circle might include bone devils, glabrezus, and
         Legions under an Archlord operate with a moderate         horned devils.
      level of autonomy, but few legions act in complete              Fourth Circle. In the Underhell, each legion is led
      isolation. Wise to Underhell politics, an Archlord           by a loose cabal of potent and diverse fourth-circle
      evinces less prejudice against other legions and is          fiends. This cabal sets the objectives for all the fiends
      quick to utilize the expertise from another legion           within the legion. Fourth-circle fiends constantly
      when sensible and when it can do so quietly, careful         search for new sources of magical power, which they
      not to alienate a larger legion by employing one of          can use to transcend their current forms and become
      that legion’s current rivals. It might quietly hire a unit   lesser lords in their own right. If the legion includes
      of Styx underfiends to assault a mountaintop strong-         fiends from outside the Underhell, the fourth circle
      hold or a powerful Tartarus fiend to spread a conta-         might include erinyes, ice devils, and nalfeshnees.
      gion in a site of fierce resistance, most often physically      Lesser Lords and Archlords. Lesser lords and
      apart from its units of other legions to minimize the        Archlords exist above the hierarchy of the legions,
      risk of conflict.                                            though some scholars assign them to theoretical fifth
                                                                   and sixth circles of authority, respectively. Each of
      Catalog        of   Fiends                                   these individuals is so powerful and so hard to truly
                                                                   destroy that it no longer has need of the legions to
      The following fiends make up the bulk of the fiendish        survive, so it generally strikes out on its own and uses
      legions.                                                     legions only as mercenary tools. Legions readily seek
         Void. Void maggots and damned soul swarms are             lesser lords and especially Archlords to serve, if only
      beneath all of the other fiends and occupy a “zero           so long as the arrangement remains profitable.
131
        Fiendish Legions
Archlords most often employ legions when they need            by the fiend’s current employers.
invaded territory held, which they rarely require in the
wastelands of the Underhell. Legions depend upon
the magical power of an Archlord to invade mortal                        List of Legions
realms, so they are quick to offer their services when
an invasion is being planned. Lesser lords are often          The 12 legions are described in more detail below.
picked off by Archlords as potential rivals, mean-            Each legion provides a short overview of its strategies
ing there are fewer of them and they are rarely seen          during an invasion, its most common client arch-
outside the Underhell. Balors, mariliths, and pit fiends      fiends, and monsters that often align themselves with
might inject themselves into the politics of the Under-       that legion. In addition to its fiends and monsters,
hell as lesser lords.                                         each legion relies on other defenses—such as traps,
                                                              hazards, and obstacles—that heroes must overcome to
                                                              take the fight to the legion’s fiends or to rescue captive
Changing Legions                                              prisoners.
For all a fiend’s efficient service to its legion, the le-
gions are surprisingly fluid. Any fiend might abandon
its legion altogether to adopt a new legion, especially
                                                              Acheron
Archlords. When an Archlord changes the legion it                                       The Acheron Legion exem-
associates with, it expects its servitor fiends to make                                 plifies decay, desolation, and
the transition as well, so that they can continue gain-                                 gloom. Lands controlled by
ing power from the association. This is particularly the                                this legion are barren; vege-
case when a strategic objective requires a different phi-                               tation turns rotten and dies,
losophy; for instance, an Archlord might hurl hordes                                    and animals are sickly and
of expendable Hades minions at a castle for as long as                                  bear only dead, misshapen
necessary to overwhelm it, then switch to the Annwn                                     offspring. The light is gray
Legion once entrenched within the fortification, the          and everything in the region is washed out and void of
better to hold it.                                            color. A stomach-churning stench permeates the land,
   A fiend’s legion isn’t something it considers a secret,    fouling the scarce food and water that remains. Even
and the names and general attitudes of each of the            creatures who find something to eat in a land ravaged
legions are something the heroes can typically discover       by this legion’s touch often can’t keep it down. Food
by interrogating prisoners or eavesdropping on the            and drink brought into the area quickly go bad, emit-
invaders. The adventurers should generally be able to         ting the same ghastly stench as everything else there.
discover the nature of a legion they are facing—such             Acheron fiends are similarly decayed and sick-
as that fiends of the Styx Legion are agile and claim         ly-looking, with skin hanging off their skeletal frames
mastery of the air—within their first few encounters          and sores all over their bodies. Despite this appear-
against the legion’s forces. Rumors persist of other,         ance, these fiends are just as tough as those from other
smaller legions, although these are normally misattri-        legions; they are highly resistant to the illnesses they
butions of factions within the 12 known legions.              carry and have only the cosmetic effects of a wasting
   Individual Transformation. An individual fiend             disease. Acheron fiends are often unwelcome in the
may also abandon one legion to defect to another,             lands claimed by other legions, precisely because of
particularly to gain a higher position in the new legion      the desolation they bring.
than it had in its old one. A fiend who switches their           Strategies. Fiends of the Acheron Legion seek to
loyalties often undergoes a physical transformation,          choke out opposition by rendering the land a barren,
losing the benefits of their prior legion and adopting        lifeless wasteland. They stick to the long shadows cast
the characteristics of the new legion. This switch isn’t      by dead trees and gray cliffs, making quick harrying
instantaneous, and for an interim period of up to 24          strikes against their foes while their desolation spreads.
hours, the fiend has no benefits of either its old legion        Acheron fiends cluster together in camps in the
or its new one. Because a legion is part of a fiend’s         middle of the blasted wastes, often forming fortifica-
identity, this transformation is in part a sacrifice of       tions of pale, broken bones that cast long shadows.
self, scarring the fiend’s soul and leaving it all the more   They prefer to starve prisoners as a means of torture
violent and emotionless with each change. Powerful            and sometimes pretend to allow prisoners to escape
fiends have generally changed legions numerous times,         only to let them die in the lifeless wasteland. Although
 leaving most of them little more than hollow masks           these fiends aren’t the most numerous, they are careful
       playing out the personality deemed most useful         and patient planners whose predations damn civiliza-
                                                                                                                           132
                                                                                        Fiendish Legions
      tions to agonizingly slow ruin from want and hunger.       physical durability and their reputation in the Under-
      This patience is perhaps the legion’s greatest weakness,   hell, Annwn fiends fight to the bitter end to defend
      as decisive action from desperate heroes can some-         the structures they hold.
      times catch these slow-moving fiends off guard.               Spellcasters in the legion are masters of abjuration
         Fourth-Circle Fiends. Catoblepas, cendiaries,           magic, crafting intricate wards to blunt attacks and
      gadarenes, mandrakes                                       turn magical assaults back against attackers. Many
         Fiend Lords. Baphomet, Humbaba, Jabootu, Spi-           Annwn fiends bear arcane symbols carved into their
      der Mastermind, Stroma                                     thick skin to ward their bodies against magic as much
         Associated Monsters. Ettercaps, shadows, sham-          as they are resistant to physical blows.
      bling mounds, and other creatures that despoil the            Fourth-Circle Fiends. Bellatrix, philters, raparee,
      land or lurk in shadows.                                   secutors, tardigrades
         Defenses. Lack of sustenance for living creatures;         Fiend Lords. Argus, Baphomet, Orobas, Pulgasaur,
      pools of hostile liquid shadow. Pools of gloom             Spider Mastermind
      (page 128) are common in lands claimed by Ache-               Associated Monsters. Bulettes, duergars, gargoyles,
      ron fiends, and many use Acheron rot poison (page          gorgons, and other monsters with a reputation for
      129).                                                      resilience or invulnerability.
                                                                    Defenses. Thick walls topped with high spikes; vast
                                                                 moats filled with acid or fire; various traps; noxious
      Annwn                                                      acid pools (page 128). Victims of Annwn fiends serve
                                 Obsessive and paranoid          only to refine and perfect the legion’s defensive exper-
                                 masters of defense, Annwn       tise. Void maggots might find their bones and flesh
                                 fiends prefer to hunker         stitched together into walls or screens or mortared
                                 down in impregnable fortifi-    together in battlements of screaming flesh.
                                 cations to withstand attacks.
                                 Even when making sorties
                                 out from their defenses,        Cocytus
                                 these fiends demonstrate                                  Creatures of spite and malice,
      a phenomenal resilience unmatched by any other                                       fiends of the Cocytus Legion
      legion. Most Annwn fiends are incredibly resistant to                                believe no insult should go
      blows from mundane weapons and can even shrug                                        unpunished and revenge
      off damage from siege weapons, deadfalls, and other                                  should be served a hundred-
      nonmagical dangers.                                                                  fold. These fiends live their
         Proud and pugnacious, Annwn fiends see their                                      lives in extreme contrast,
      resilience as a right and proper extension of their                                  either acting with explosive
      stubbornness. They spend any time they aren’t actively     anger or retreating in quiet, malevolent brooding over
      defending a site upgrading its defenses, whether they      past injuries. They hold grudges with a near-religious
      are occupying a wooden shack, a hilltop rampart, or        fervor and scheme to heap revenge against any dissent
      an ancient castle. Many Annwn fiends are tenacious         or slight, whether real or imagined. Every Cocytus
      veterans who have withstood sieges in uncounted            fiend has glowing, angry red scars upon its flesh rep-
      campaigns and learned how best to defend a structure       resenting the grudges it holds, and new injuries gleam
      using materials at hand, expendable units of slaves or     brightest.
      prisoners, or even their own bodies. Their leaders are        Cohesion within this unit is relatively weak, as
      just as obstinate and quick to punish subordinates         fiends exact vengeance upon each other as much as
      who fail to measure up to the legion’s reputation.         they do their enemies. A powerful leader can compel
      They consider giving even an inch of ground to be an       groups of Cocytus fiends to work toward a specific
      embarrassing loss, and most Annwn fiends that flee         goal in the short term, but infighting is inevitable
      a battle defect to another legion in order to conceal      under weaker leaders. Wise adventurers learn to prey
      their shame.                                               upon this infighting, as it means squabbling bands
         Strategies. The ultimate defensive fighters, Annwn      of Cocytus fiends aren’t likely to come to each other’s
      fiends are sometimes called upon to hold fortifications    aid.
      that other fiends capture during an invasion. They are        Strategies. Cocytus fiends don’t engage in much
      particularly good at this task, and only a handful of      advance planning. Leaders in the Cocytus Legion
      these defensive-minded masters are needed to retain        know their fiends react with swift and deadly retribu-
      control of massive structures. Well aware of their         tion against enemy attacks rather than stick to
133
        Fiendish Legions
a predetermined plan, so they often keep the plan-          strut and preen, their magical abilities serve
ning to a minimum. Cocytus fiends like to despoil           a valuable purpose in keeping the legion’s
and destroy their enemies’ great architectural works        many prisons in line and running smoothly.
and marvels, but only if they can take credit for the          Strategies. Dis maintains larger prisons than most
destruction as an act of spite or revenge. Their larger     other legions, preferring to retrofit caverns or ware-
plans usually involve destruction such as toppling          houses, where they keep prisoners in large iron cages
cities, flooding valleys, or burning down entire forests.   like animal pens. There, they carefully inflict exqui-
   Fourth-Circle Fiends. Nuckelavee, secutors, tardi-       sitely painful mutations to increase their captives’
grades, Underhell elementals                                suffering, and victims that have been too long in
   Fiend Lords. Chthon, Scylla, Stroma, Tarasque            these prisons become wholly unrecognizable to their
   Associated Monsters. Barbed devils, spirit nagas,        allies. The fiends delight in torments that lower their
specters, wights, wraiths, and other creatures that         prisoners’ intellect, such as forced lobotomies or other
embody spite or thirst for revenge. Undead are par-         horrific surgical procedures. The fiends also use stu-
ticularly drawn to this legion, especially malevolent       pefying magic in battle so they can exploit their foes’
undead who were wronged in life but cannot rest.            animalistic intelligence by trapping or cowing them.
Cocytus fiends keep such troops in line with promises          Dis is as much a legion of mutation as of regres-
of ever greater acts of revenge and destruction.            sion: many of its fiends have extra limbs, duplicated
   Defenses. Spiked pits, spiteful traps that often         facial features, or extra joints. These mutations may
incorporate spikes or blades, bladed thickets (page         seem painful, but the fiends quickly adapt to them. In
125). These fiends live in the ruins of their enemies’      the areas controlled by the Dis Legion, spontaneous
strongholds, taking a perverse glee in turning their        mutations are common, and the fiends don’t give their
foes out and using their fortifications against them.       enemies any time to adjust to their altered physical
They spend a lot of their time despoiling the ruins,        features before capturing or killing them.
desecrating altars, befouling cisterns, and otherwise          Fourth-Circle Fiends. Bellatrix, hortator, philters,
performing acts of petty spite.                             raparee
                                                               Fiend Lords. Asmod, Geryon, Scylla, Stroma,
                                                            Tarasque
Dis                                                            Associated Monsters. Chimeras, hill giants, lycan-
                         The Dis Legion focuses on          thropes, and other creature that exemplify mutation
                         mutation, degeneration, and        or regression to a brutal, animalistic nature.
                         regression to brute, animal-          Defenses. Poisons or diseases such as dull-thought
                         istic impulses. Dis fiends are     draught (page 130) that impair higher-order thinking;
                         generally considered the most      alchemical slurries that cause mutations; magical traps
                         straightforward and stupid,        that transform creatures into brute animals. Boilpits
                         as they do not prize thought-      (page 125) are common in lands claimed by Dis
                         fulness or foresight, but this     fiends.
stereotype often only proves true of maggots and the
lowest ranking fiends. Other Dis fiends use brute
stupidity as a weapon, inflicting it on their enemies       Gehenna
to limit their effectiveness in battle. Other times, they                          The most brutal of the legions,
overwhelm foes with anguish, reminding them of all                                 Gehenna is synonymous among
that has been lost in order to prevent them thinking                               the fiends with raw strength
clearly. To the extent Dis fiends are straightforward, it                          and physical violence. Violence
is because this tactic has proven effective in invasion                            spreads like a contagion among
after invasion.                                                                    these fiends and maggots and
   The Dis Legion is particularly attractive to gryl-                              grylluses that survive eventually
luses, who are themselves not particularly bright but                              transform into underfiends as a
enjoy lording their abilities over lesser creatures. They                          reward for their brutality. These
like to present themselves as terrors to the brute idiots   new underfiends in turn attack and torment weaker
in the worlds they invade, and the regression and           fiends. To the Gehenna fiends, no contest can truly
mutations of the Dis Legion allow the pretentious           determine who is superior other than a test of might.
grylluses to seem like the height of sophistication and     They simply take what they want from others and ex-
 intelligence amid throngs of beasts. Although some         pect that mightier fiends will, in turn, take from them
      legions are disgusted by the way Dis grylluses        if they so choose.
                                                                                                                       134
                                                                                     Fiendish Legions
         Gehenna fiends are the least likely to respect the        proud and all too willing to prove themselves at least
      byzantine Underhell hierarchies and simply ignore            as mighty as their peers in other legions—but because
      commands from leaders they don’t think are strong.           of their fundamental philosophical view of subservi-
      Gehenna fiends have explosive tempers and can shift          ence. To Hades fiends, submission to another creature
      from apathy to blind rage at a moment’s notice.              relinquishes all rights of will and even existence. To be
      They enjoy brutal and bloody arena sports and often          willing to serve any more or any longer than absolute-
      arrange these sorts of fights between prisoners or even      ly necessary is to deserve oblivion.
      among themselves when there isn’t anything more                 As a result of this philosophy, each Hades fiend
      interesting to capture their attention.                      amasses as many slaves and servile maggots as it can
         Strategies. Pleased to serve as the foot troops of        muster. The fiends learn to show strength and power
      the fiendish legions, Gehenna fiends enjoy the brutal        as much as possible, knowing that any display of
      clash of melee on the battlefield and tearing down           weakness invites domination. Most cultivate a cocky
      fortifications with their bare hands. As many Gehen-         swagger or an imperious demeanor to discourage
      na fiends will fight each other with little provocation,     peers from calling them weak or ineffective, and the
      their leaders often aggressively extend their troops to      scheming grylluses are particularly skilled at adopting
      ensure a steady diet of combat—or, in the event the          the right facade.
      troops are overextended, a timely culling of soldiers           Although these fiends disdain subservience, they
      that would otherwise be prone to infighting.                 are nevertheless organized into the hierarchy of circles
         Although Gehenna fiends respect strength, they            just like other fiends. Hades fiends each insist that
      are often cunning and understand how many mortals            they are acting independently, and that they obey
      equate strength with stupidity. Such fiends often try        those of higher circles because they choose to, not
      to lure mortals into traps by feigning inattention or        because they are forced to. To admit that they are
      by making promises to someone that can best them             forced to serve is tantamount to acknowledging defeat
      in a display of raw might. Of course, the fiends rarely      and worthlessness. These ambitious fiends are very
      keep these hastily-made promises.                            quick to rebel against their superiors when they show
         Fourth-Circle Fiends. Bellatrix, hortator, secutors,      weakness, and they eagerly seek the necessary power
      tardigrades                                                  to transform into more powerful fiends.
         Fiend Lords. Geryon, Humbaba, Orobas, Pulga-                 Strategies. The Hades Legion drives vast armies of
      saur, Tarasque                                               maggots and slaves ahead of them in battle, thinking
         Associated Monsters. Evil giants, gnolls, mino-           nothing of expending any number to kill even a single
      taurs, ogres, owlbears, trolls, and other creatures of       enemy. Hades fiends fight particularly hard when
      great strength, feral aggression, and limited intellect.     defeat seems imminent, as they fear capture and en-
      Gehenna fiends have a kinship with predatory animals         slavement even above death, and many bands of these
      that kill for sport, such as cats, dinosaurs, or dire ani-   fiends can be counted on to snatch a desperate victory
      mals, and they often train such beasts as guards.            from the jaws of defeat.
         Defenses. Barricades that require great strength             Cruel torturers, the fiends of the Hades Legion
      to push through; arenas for blood sports filled with         bring fanaticism to their treatment of slaves and
      vicious animals; rolling sphere traps; spiked pit traps      prisoners. They placidly insist that their diabolical
      smeared with underfiend bile poison (page 130). Ge-          torments don’t occur because the fiends want it but
      henna fiends prefer thick walls around their fortifica-      because the slaves deserve it. Creatures that break and
      tions rather than traps, magic, or concealment. Even         accept this reasoning, if they survive at all, become
      their isolated outposts or minor prisons resemble            twisted evangelists of the legion’s perverse domina-
      stout fortresses, and they often test the strength of        tion-centric logic.
      their fortresses personally.                                    Fourth-Circle Fiends. Gadarenes, hortator, magda-
                                                                   lene, mandrakes, philters
                                                                      Fiend Lords. Geryon, Humbaba, Orobas, Pro-
      Hades                                                        crustes, Stheno
                               Far more than any other le-            Associated Monsters. Goblins, dretches, kobolds,
                               gion, the Hades Legion utiliz-      and other creatures that are easily dominated fill the
                               es massive hordes of maggots        ranks of this legion.
                               and slaves to do its fighting.         Defenses. Hazards that trap or restrain foes to take
                               This isn’t due to any cowardice     them captive, such as nets, bear traps, or quicksand.
                               or caution on the part of the       Prisons or chapels in which they indoctrinate others
                               fiends of this legion—who are       with their perverse philosophy.
135
        Fiendish Legions
                   136
Fiendish Legions
      Lethe                                                       Phlegethon
                                Despair and fear are useful                                   Phlegethon fiends are ablaze
                                tools, and the Lethe Legion                                   in body and mind: their
                                puts them to their most                                       forms are always surrounded
                                effective use. Lethe fiends can                               by hellfire, a wispy version of
                                instill such an overwhelming                                  fire that casts strange, grasp-
                                horror that onlookers are                                     ing shadows and provides
                                wholly unable to act. The                                     no comfort. The least of the
      careful craft of nurturing despair is not something ev-     maggots and fiends in the Phlegethon Legion have
      ery fiend has the patience or temperament to practice,      fire that dances upon their shoulders and arms, but
      so the number of Lethe fiends is low compared to            the most powerful fiends are surrounded by sheets of
      other legions.                                              fire like an immolated cloak, and many have a crown
         These fiends often bear multiple piercings or horrif-    of flame erupting from their brow. These fiends also
      ic scars, most of which the fiend inflicted on itself in    have fire in their thoughts, as they constantly long to
      the presence of a mortal to amplify the terror of the       set beautiful or delicate things alight and watch them
      encounter. Few mortals have the mental fortitude to         burn.
      watch a underfiend peel back the skin of its face to           Many more intelligent Phlegethon fiends see their
      reveal the muscle underneath. These connoisseurs of         love of fire as an artistic appreciation for hunger and
      horror focus their skills on one of several horrifying      destruction: the two forces they claim drive all of
      areas: some instill so much terror that their victims       existence. Some are extraordinary gluttons, shoving
      become amnesiacs; others push mortals beyond the            charred meats down their gullets with hedonistic
      breaking point; and others coerce victims into giving       abandon and demolishing structures of stone and iron
      up strategically valuable information or performing         with the same lust their lesser kin feel when burning a
      wicked acts of horrifying terror on their own.              wooden building.
         Strategies. The Lethe Legion most often acts as the         Strategies. The Phlegethon Legion provides the
      forward strike force of an invasion from the Un-            primary artillery and demolitionists of the fiendish in-
      derhell, often operating hundreds of miles from the         vasion force. The fiends start fires in key areas, either
      main focus of the invasion. They patiently sow terror       by daring advances in person or by summoning great
      among distant populations, sabotage defenses, and           storms of hellfire to plague the enemy lines. More
      murder key individuals that could help coordinate an        than mere pyromaniacs, they understand the value of
      effective defense of mortal settlements.                    fire in war: cutting off supply lines, burning bridges,
         Lethe fiends prefer to operate in urban areas when       and melting weapons. Leaders of the Phlegethon
      possible, and they excel at surreptitiously invad-          Legion hope to see the entire world burn to ashes.
      ing large enemy cities. During the initial days of a           Although every legion sees maggots as expendable
      fiendish invasion, a distant city may experience a rash     troops, the Phlegethon Legion takes this to an ex-
      of unexplained serial murders. Most often, these are        treme: its fiends often set a group of maggots on fire
      Lethe fiends laying the groundwork for a terrifying         and send them running in different directions to start
      revelation of their presence once the fiendish invasion     blazes, unconcerned about the fate their immolated
      is in full swing. The resulting panics can deal more        minions may meet.
      damage in a short period of time than the fiends               As might be expected, Phlegethon fiends prefer
      themselves.                                                 to torture their victims with fire, branding them or
         Fourth-Circle Fiends. Catoblepas, cendiaries,            locking them in small, fiery iron cages. The fiends’
      gadarenes, hortator, raparee                                enthusiasm for fire often gets the better of them, and
         Fiend Lords. Asmod, Baphomet, Geryon, Jabootu,           they kill most of their victims before too long—a
      Stheno                                                      small comfort to the legion’s captives or the allies who
         Associated Monsters. Nalfeshnee demons, ghosts,          hope to liberate them.
      mummies, will-o’-wisps, and any creatures that cause           Fourth-Circle Fiends. Catoblepas, cendiaries, hell
      despair or feed on fear.                                    hound alphas, tardigrades
         Defenses. Pit traps; hanging cages; magical traps           Fiend Lords. Asmod, Baphomet, Humbaba, Pulga-
      that cause fear or panic, fog of fear (page 126), and       saur, Tarasque
      isolating oubliettes (page 127). These oubliettes are          Associated Monsters. Balor demons, fire elemen-
      sometimes filled with icy water or hot coals to en-         tals, hell hounds, magmins, salamanders, and other
      hance a prisoner’s suffering.                               creatures of fire or that love arson.
137
        Fiendish Legions
   Defenses. Walls of fire; pools of flammable oil;         lamias, rakshasas, vampires, and other crea-
fire-breathing statues, suffocating ash (page 128),         tures that prefer magical control over physical
flame geysers (page 126).                                   control or who use magic to maintain a decadent
                                                            lifestyle.
                                                               Defenses. Telekinetic traps, convoluted mazes, and
Pandemonium                                                 illusory walls. Pandemonium fiends like to terrorize
                          Masters of magic and manip-       their victims in places that formerly felt safe, such as a
                          ulation, Pandemonium fiends       temple or home; despoiling these locations brings the
                          delight in spreading chaos        fiends particular delight.
                          from a distance. They like to
                          see a distant fortress fall to
                          the infighting their enchant-     Sheol
                          ments engender, watch an                                   Watchful and vicious oppor-
                          opposing army rout from                                    tunists, fiends of the Sheol Le-
their illusory forces, or simply shatter a city with a                               gion have a magical sight that
bombardment of lightning bolts. Most Pandemoni-                                      comes in a variety of forms.
um fiends take special care to have more information                                 This vision is always supernatu-
than their enemies and rivals, and they keep their                                   ral in origin and varies by fiend:
sources of information secret even when such sources                                 some Sheol fiends can see magi-
are mundane spies. Many Pandemonium fiends                  cal auras, others can see thoughts of sentient creatures,
practice martial arts or esoteric rituals that place the    and still others can sense hostile intentions. These gifts
mind above the body, as a route to personal power or        are irrelevant of hierarchy, and even lowly maggots
the subjugation of others.                                  might have phenomenal perceptive powers. If the
   Pandemonium fiends bear the rare distinction of          masters of Sheol have any control over which fiends
luring mortals to corruption with some regularity,          have stronger or weaker sight, they aren’t explaining
which most Underhell fiends don’t even bother to            their capricious distribution strategy.
attempt. They do so by promising hidden arcane                 This legion’s supernatural vision is used primarily
secrets or the answers to cosmic mysteries; whether         to identify and cull the weak. Sheol fiends fanatically
the fiends actually have such secrets is usually moot, as   believe that the weakest in any group should be elim-
they string along their victims rather than provide any     inated to improve the strength of all, and they apply
substantive answers, even after the mortal’s corruption     this cold logic to their own forces as much as to their
is complete.                                                enemies. As a result, these fiends are grim fatalists and
   Strategies. Pandemonium fiends primarily pro-            specters of doom.
vide magical support to the legions of the Underhell.          Strategies. Sheol fiends are, naturally, the best scouts
Although often skilled with many types of magic,            and assassins of the Underhell. They occupy the tallest
they favor enchantment, evocation, and illusion,            hills and towers in a region, keeping a careful eye on
from a distance most of all. In particular, Pandemo-        the terrain and warning their forces where opposition
nium fiends use enchantment to establish lengthy            or other dangers can be found, as well as weak points
networks to pass along information. Such networks           in enemy lines. During an engagement, Sheol leaders
also allow them to pass along goods and luxuries in a       deploy their fiends right where they need to be to inflict
kind of black network, and they therefore often live        the most effective, crippling damage in a fight. Sheol
in substantially greater style or decadence than other      masters are widely acknowledged to have prophetic
fiends. Many Pandemonium fiends can’t help but              insights in addition to supernatural vision.
gloat when they’ve managed to trick an enemy, and              Cunning and calculating, the fiends of this legion
this drive sometimes impedes an otherwise flawless          carefully analyze the factors of a battle well in advance,
intelligence-gathering mission. Many Pandemonium            if possible. They strike decisively at the most oppor-
fiends have specific “calling cards” they like to use,      tune time and place. Their attacks, therefore, seem
such as arcane marks or distinctive wounds, to mark         terrifyingly prescient to their enemies. Other legions
their presence and instill dread.                           sometimes accuse them of cowardice, as Sheol Legions
   Fourth-Circle Fiends. Hell hound alphas, magda-          simply retreat when they don’t see a clear path to suc-
lene, mandrakes, Underhell elementals                       cess. Sheol fiends maintain hordes of useful items in
   Fiend Lords. Argus, Jabootu, Procrustes, Pulgasaur,      secret hiding places they can retreat to when possible,
 Spider Mastermind                                          especially divination devices such as crystal balls.
         Associated Monsters. Quasit demons, hags,             Fourth-Circle Fiends. Bellatrix, magdalene, man-
                                                                                                                          138
                                                                                      Fiendish Legions
      drakes, secutors, Underhell elementals                         When at war, the Styx Legion is most often called
         Fiend Lords. Argus, Geryon, Procrustes, Scylla,          upon to scout and reach elevated objectives, such as
      Spider Mastermind                                           castle towers or mountain fortresses. They also meet
         Associated Monsters. Bugbears, goblins, giant            aerial forces in enemy armies head-on, taking the
      vultures, hags, and other creatures that lurk patiently     flight to them in their hellkites. Styx fiends also hunt
      while awaiting the best time to strike.                     down mortals who oppose them in order to and steal
         Defenses. Wards that pinpoint invisible or hid-          the most useful of magic items and other treasures
      den creatures; magical fields that illuminate injured       used by mortals to oppose them, then escape thanks
      creatures, with greater injuries causing a stronger         to their high mobility.
      glow; vicious halo hazards (page 129). Sheol fiends            Fourth-Circle Fiends. Hell hound alphas, nuckela-
      don’t spend a lot of time tormenting their prisoners        vee, raparee, secutors, Underhell elementals
      and slaves because they don’t have to; they can make a         Fiend Lords. Baphomet, Procrustes, Pulgasaur,
      single well-placed incision or push a specific pressure     Stheno
      point to cause hours or days of writhing agony. Most           Associated Monsters. Vrock demons, harpies,
      fiends enjoy practicing their skills with this type         swarms of bats and birds, and other flying monsters.
      of torture and displaying their shrieking victims to           Defenses. Fortifications that cannot be reached
      discourage attackers.                                       except by flying; magical winds and storms; gravi-
                                                                  ty cliffs (page 126). The Styx legion uses magically
                                                                  generated windstorms to defend their skies and to
      Styx                                                        employ as weapons against mortal realms. Equal parts
                                Nimble masters of the air,        shrieking wind and malevolent hatred given ephem-
                                Styx fiends are gaunt and pos-    eral form, these storms tear through fields and farms
                                sess remarkable agility. Most     and lift creatures bodily into their shredding funnels.
                                can fly or glide through the      The creatures that survive these storms can be forever
                                air, at least for short jaunts,   changed, as the fragments of jealousy that shred their
                                and they do not hesitate to       flesh also injure their souls.
                                engage airborne foes with
                                vicious, tearing strikes. They
      are keen scouts and jealous thieves thanks to their easy    Tartarus
      speed and high vantage points.                                                        The Tartarus Legion promises
         Styx fiends have an uncanny communion with                                         only pestilence and poison.
      flying predators, and giant birds within their domains                                Its members are exceptionally
      become irritable and aggressive. Many times, the                                      cruel and hateful, obsessed
      fiends are lax about posting a watch or keeping an eye                                with seeing anyone suffer
      out for enemies, as the raucous cawing of giant crows                                 constantly if they deserve it
      or rocs alerts them to the presence of intruders. These                               (that is, if they aren’t useful
      birds are driven to feast upon the flesh of intruders,                                to the legion). The legion’s
      and this diet only serves to elevate their aggression       domains are disease-ridden morasses where bloated
      and make them nearly suicidal in their drive to defend      corpses float and venomous creatures lurk to ambush
      the legion’s domain.                                        the unwary. Tartarus fiends often drip with poison or
         Strategies. Though they style themselves as lords        transmit virulent plagues. They are never subject to
      of the air, few Styx fiends can fly continuously. The       the diseases they carry, although they might become
      Underhell has many cramped caverns, and true aeries         feverishly aggressive when infected.
      are rare in that claustrophobic plane. To ensure their         Just as Tartarus fiends are masters of maladies, they
      mastery of skies in the worlds they inhabit, Styx           also have a deep knowledge of antidotes and reme-
      fiends construct massive airships made of burning           dies. They normally keep this information to them-
      iron called hellkites. Able to dart through the air         selves, of course, and only use it to occasionally tempt
      with fiendish magic and a precise control of thermal        desperate mortals who would trade anything to cure a
      currents, a hellkite can bear hundreds of maggots or        loved one suffering from a plague or poison.
      dozens of more powerful fiends. A common tactic is             Strategies. The Tartarus Legion torments souls
      to sail a hellkite high above an enemy fortification and    just as other fiendish legions do, but their prisons are
      drop a rain of maggots onto the unprepared defend-          often empty. Instead of imprisoning captives and de-
      ers. Styx maggots can’t fly but neither do they take        signing exquisite tortures, Tartarus fiends often infect
      damage from falling, so they land ready to fight.           their captives with a disease and then turn them
139
        Fiendish Legions
loose. If the prisoners survive long enough to return to
their friends and family, they do so carrying a disease
that scythes through the enemy population and makes
subsequent subjugation by the fiendish legions that
much easier. This tactic has led to draconian policies
among mortal defenders to refuse to admit escaped
victims from any legion—as any of them could carry
a devastating plague. These cruel rejections, no matter
how well-intentioned, engender animosity within the
ranks of mortals and plant seeds for future corruption
or weakening insurrection.
   Fourth-Circle Fiends. Catoblepas, cendiaries,
nuckelavee, raparee
   Fiend Lords. Argus, Chthon, Humbaba, Scylla,
Stroma
   Associated Monsters. Death dogs, otyughs, swarms
of insects, other filthy creatures that impart disease or
poison.
   Defenses. Banks of fog carrying various diseases;
pits of stinging insects; fields of corpses (page 125);
diseases such as writhing flesh (page 125) and skin-
shine (page 124).
   Tartarus fiends use maggots as slave labor to
construct massive towers of diseased bone and
pustule-ridden flesh called plague towers (page 43).
These plague towers rise above forests and hills like
foul smokestacks, belching out diseased air to blanket
the countryside. The plague towers sometimes lurch
and heave themselves across the landscape to spread
their miasma. Although no mortal kingdom wants to
see a plague tower slowly approaching its borders, the
true significance of these movements is even worse:
Tartarus leaders arrange five or more plague towers
across the countryside in patterns with arcane signifi-
cance that impair healing magic and strengthen their
pestilential hold on the land.
                                                                               140
                                                            Fiendish Legions
141
      Monsters
Monsters
Shaped of madness and horror from beyond the darkness of the hellscapes mortals fear, the Underhell sends forth
an unstoppable wave of vile, disgusting monstrosities to subjugate worlds in devastating waves of carnage and
torment.
   The invading armies of the Underhell boast a variety of fiends as well as a horde of foul monsters. The reali-
ty-warping presence of the Archlords turns some monsters into possessed or corrupted caricatures of themselves,
and living creatures killed by fiends run the risk of rising thereafter as undead horrors. This chapter is organized
into families of creatures:
   Apocalypse Undead. Undead created by an Underhell invasion are horribly twisted by the energies of the
Underhell. Such terrors include the ashen angel, crawling horde, leaping skin, restless, and shambling fragment.
   Corrupted Creatures. The most varied of monsters, corrupted creatures are more mundane beings altered by
fiendish power, gaining corruption traits that match the fiendish legion that changed them. Almost any creature
can become a corrupted creature, excepting fiends (who are already sufficiently corrupted) and undead (who may
instead become apocalypse undead).
   Damned Soul Swarms. Damned soul swarms are undead souls bound into a horrific, incorporeal amalgam.
   Fiends. The primary soldiers of the Underhell, fiends are organized into circles: void, first, second, third, and
fourth. They include void maggots, grylluses, underfiends, cacodaemons, and a number of fourth circle fiends:
bellatrix, catoblepas, cendiary, gadarene, hell hound alpha, hortator, magdalene, mandrake, nuckelavee, philter,
raparee, secutor, tardigrade, and Underhell elemental.
   Nephilim Engines. Fiends build titanic, horrifying constructs of flesh and bound spirit called nephilim engines
for transportation and siege warfare, including such monstrosities as the animated Doomgate, the corpse mother,
the racked seraph, and the siege dragon engine.
                                                                                                                       142
                                                                                              Monsters
      Underhell Monsters
      Consider the following guidelines for the behavior
      and abilities of most of the monsters in this chapter.
                                                                   Apocalypse Undead
                                                                   The Underhell roils with vile energies unlike anything
         Lumbering Hordes. Most of the monsters un-
                                                                   found in the mortal realms. These wicked energies are
      leashed by the Underhell invasion are slow-mov-
                                                                   something beyond the unnatural, and even the likes
      ing but overwhelmingly tough. They also tend to
                                                                   of devils and demons find them unnerving. One of
      originate from city centers and other bases of relative
                                                                   the most revolting effects of an Underhell invasion is
      safety for them, where food and victims are plentiful.
                                                                   the unleashing of these energies upon unsuspecting
      Finally, they do not tire or relent from destroying and
                                                                   mortals.
      killing and by the same token do not heal from injury.
                                                                      As the fiends move throughout the world, these
      Taken all together, fighting these monsters likely feels
                                                                   energies swirl about them, coalescing into an invisi-
      like dealing with an army of somewhat intelligent
                                                                   ble miasma that clings to the dead bodies of mortals
      zombies spreading across the world. All Underhell
                                                                   left behind by the fiends’ rampaging throughout the
      fiends with a speed of 25 feet or less can only move at
                                                                   world. It is in the Underhell’s nature to use all that it
      a slow pace. Even Underhell fiends with a speed of 30
                                                                   destroys in some way or another: as a result, con-
      feet are notably slow, usually reaching that speed only
                                                                   taminated corpses soon rise again, the power of the
      because they have long legs or such appendages. Most
                                                                   Underhell animating them once more. These undead
      PCs can outdistance them and will not be pursued if
                                                                   are mockeries of the precious lives lost at the hands
      they get out of range (see below).
                                                                   of the fiends of the Underhell, who are all too happy
         Outpacing Wounded Fiends. The fiends, con-
                                                                   to allow the undead to consume and destroy as they
      structs, and undead in this book do not regain hit
                                                                   wish.
      points from rest, so player characters are likely to
                                                                      Timeless Undead. Undead created by the Under-
      figure out it is effective to strike hard at a too-danger-
                                                                   hell are little affected by the passage of time, positively
      ous foe, retreat quickly, rest, and hit them again. This
                                                                   or negatively. They do not regain hit points and are
      way, the player characters get to recharge their hit
                                                                   not susceptible to exhaustion. Like all undead, they
      points and possibly some abilities or spells while the
                                                                   require no food, drink, air, or sleep.
      fiends do not.
         To get far enough ahead to manage a short rest, the
      party must move at a fast pace for 1 hour (a 2-mile
      lead) when fleeing slow-paced fiends, or for 3 hours
      (a 3-mile lead) when fleeing normal-paced fiends. To
      get far enough ahead to manage a long rest, the party
      must move at a fast pace for 8 hours (a 16-mile lead)
      when fleeing slow-paced fiends, or for 24 hours (a 24-
      mile lead) when fleeing normal-paced fiends. An hour
      galloping on a fresh mount counts as 2 hours of travel
      at a fast pace for this purpose.
         If this makes fights too easy, remember that the
      hordes are also constantly being reinforced from one
      or more Doomgates, so there might be a few maggots
      reinforcing a wounded cacodemon when it catches
      up.
         Legion Traits. Many of the monsters in this book
      have sidebars containing Legion Traits, which are
      specific characteristics of a monster that represent its
      allegiance in, training with, and/or corruption by the
      corresponding fiendish legion. Each fiend should gen-
      erally only have one Legion Trait. In addition to cus-
      tomizing these fiends, some of these traits can be used
      to customize more well-known fiends such as demons
      or devils to help round out the variety of fiends your
      player characters encounter. The Corrupted Creatures
      entry features a list of Legion Traits that can be added
      to non-fiend creatures to corrupt them.
143
        Monsters
           144
Monsters
                     Ashen Angel                                  leaving a withered and translucent echo behind. This
                                                                  development intrigued the fiend lords of the Under-
                                                                  hell and shook the rest of the planes to their core.
       While the rank and file fiends of the Underhell            Never before had it been possible to raise an angel as
       contentedly left the undead that rose in their wake to     an undead, for their bodies and souls are one, yet the
       their own devices, the lords of the Underhell sought a     unliving blasphemy was apparent.
       way to turn this rampant power to a greater purpose.          The lords and their minions took the time to study
       Initial attempts at harnessing these energies proved       these energies and eventually discovered a difficult
       fruitless, however, leading most lords to abandon this     and arduous way to replicate this effect. Even with
       goal for the time being. Only when the gods sent           these limitations, the Underhell has created several
       their angels to fight against the Underhell did the        undead from the corpses of fallen celestials, beings
       fiends find the opportunity they had been waiting for.     they call “ashen angels” due to the pallid skin caused
          The first angels to arrive faced the forces of the      by the reanimation.
       Underhell shortly after the invasion began. These             The ashen angel is an animated planetar whose
       angels, recognizing an enemy unlike any other, fought      healing powers the vile power of the Underhell has
       valiantly and sacrificed their physical forms to slow      twisted into necrotic energies capable of restoring its
       down the Underhell. The angels fell quickly to the         fellow undead. Planetars make up the known ranks
       might of the fiends, but their souls returned to the       of the ashen angels and it is unclear if the lords of the
       good-aligned planes as normal after destruction            Underhell can reanimate and command other types
       on the Material Plane. One of these angels met its         of angels. If so, the Underhell has chosen to wait to
       demise in an area saturated with the vile energies of      unleash these angels until some future time. Some
       the Underhell, but its soul did not cleanly escape the     fallen clerics claim their gods have abandoned their
       physical realm. A shell of the angel soon rose again:      worlds and their people to prevent losing more angels
       hollow, not truly solid, and without its full faculties.   to the ranks of the Underhell.
       Only the scarred core of the angel’s soul had escaped,
145
         Apocalypse Undead
                    146
Apocalypse Undead
                  Crawling Horde                                 dozens of arms and legs allow a crawling horde a
                                                                 surprising amount of speed and mobility, making it
                                                                 difficult to escape the monstrosity’s clutches. Victims
        Entire towns meet their demise at the hands of the       caught in a crawling horde’s grasp find themselves
        fiends of the Underhell, and any survivors have the      moved along the creature’s form, passed from corpse
        unfortunate task of handling the burial of these dead.   to corpse.
        As the fiends of the Underhell slaughter countless          The excessive energies required to animate a crawl-
        mortals, finding enough graves to bury these dead        ing horde grant it a formidable resistance to magical
        frequently proves all but impossible, leading to most    effects. Clerics and paladins have difficulty using
        victims ending up in enormous, mass graves. Through      their divinely charged abilities to turn or unmake a
        the power of the Underhell’s fell energies, many of      crawling horde, and due to the relative insignificance
        these mass graves become the site of large, undead       of a particular corpse, a crawling horde hardly reacts
        uprisings. In rare cases, these corpses rise in the      to attacks from weapons. As such, any who know of
        same instant, creating a sort of hive-mind or shared     the terror that is a crawling horde prefer to run from
        consciousness. These corpses move in unison as large     the monstrosity rather than attempt to combat it.
        masses of undead known as “crawling hordes.”             In many cases where a crawling horde is destroyed,
           Crawling hordes move about like enormous snakes       its component corpses will continue to animate as
        or ocean waves of undead. They seek any living crea-     shamblers.
        tures they can add to their constantly shifting mass.
        A crawling horde makes use of its endless corpses         This enormous mass of corpses writhes and undu-
        to move about, with each extremity used as part of        lates like a snake with each corpse grasping outward.
        its locomotion, either to crawl along the ground or       The countless corpses and body parts intertwine,
        to dig through the earth at an accelerated rate. The      making it all but impossible to identify any individu-
                                                                  als.
147
           Apocalypse Undead
                    148
Apocalypse Undead
                         Leaping Skin                                     common mistake allows a leaping skin to hide in
                                                                          plain sight, especially among the ranks of corpses or
                                                                          other undead. Only when the skin jumps from the
        In extremely rare circumstances, the energies of the              body, leaving a partially digested corpse behind, does
        Underhell can animate only a portion of a corpse,                 it become obvious that the skin is not what it seems.
        such as a skeleton that erupts forth from the flesh.                 A leaping skin is constantly on the search for more
        Other times, however, the corpse’s skin will animate,             tissue to digest to maintain its own form, using its lat-
        tearing itself from the muscle of the corpse.                     est meals as transportation. The leaping skin can pull
           These animated skins constantly seep unique acids              the body’s skeleton along, partially mimicking the use
        from their pores that allow a skin to break down the              of muscles and joints to move a body.
        tissue of any creature it engulfs, effectively allowing a            Spies for Fiends. In rare cases, leaping skins are
        skin to “digest” a creature. The animated skin makes              used for reconnaissance by fiends. They offer the
        use of digested organic matter to reconstitute itself             leaping skin a steady supply of bodies in exchange for
        and repair damage to itself, unlike most undead cre-              the skin using its ability to animate a fresh body and
        ated by the Underhell. Many tales of these animated               pilot it into a place where it can observe the actions of
        skins detail a corpse walking about, only for the skin            mortals fighting against the invasion.
        to jump off and attack a victim, hence the name
        “leaping skin.”
           A leaping skin resembles dead flesh and manifests                This animated skin is the size of full-grown adult with
        any damage or decomposition it underwent before its                 a large tear running along its back. It quivers and
        reanimation, unless it has recently eaten the skin of a             shakes without the support of a body and digestive
        recently slain creature, in which case it looks mostly              acids ooze from its internal surface.
        fresh and possibly alive. As such, anyone that sees
        a body engulfed by a leaping skin tends to confuse
        the body with an ordinary corpse or zombie. This
149
           Apocalypse Undead
                    150
Apocalypse Undead
                             Restless                                     homes or seek out loved ones as their first victims.
                                                                          Whether this is a mere coincidence, since many
                                                                          restless are buried near their homes, or based on fact
          Even with the terrors brought about by the fiends of            is unknown.
          the Underhell, many mortals attempt to retain some                 Strangely, restless are aware of other undead and do
          sense of civility and respect when disposing of their           not attempt to feed upon the likes of shambling frag-
          dead, especially when the number of dead has not yet            ments or zombies. Also unlike zombies, restless are
          overwhelmed their abilities to dispose of the corpses.          completely independent and take orders from no one,
          Unfortunately, even proper burial rites, blessings, and         not even the lords of the Underhell. Rumors have
          other traditions do not always defend from the en-              risen of unique restless that are capable of communi-
          ergies of the Underhell. When fiendish energies seep            cating with other restless, issuing commands to their
          into carefully tended bodies, the foul energies cause           fellow undead, though none have survived to confirm
          the corpses to grow strange protrusions of writhing             the validity of such claims.
          flesh like small tendrils that grasp nearby creatures
          and interfere with enemy attacks. Due to how quickly
          these dead sometimes animate after their burial, many            This corpse is wrapped in what appear to be loose
          have come to refer to them as “the restless.”                    bandages or the shredded remains of a burial
             The restless constantly hunger for flesh and are              shroud. Writhing scraps of torn and rotting flesh are
          searching for something to consume. This can range               visible beneath these coverings. It moans with a low,
          from animals to humanoids or even other corpses. It              guttural groan.
          is not uncommon for a restless to rise and immedi-
          ately consume any others with which it was buried.
          Once they have fed on nearby corpses, restless move
          on in search of more flesh, never satiated by their
          meals. Many believe that restless retain a sense of
           their lives before death as most restless return to their
151
             Apocalypse Undead
                    152
Apocalypse Undead
           Shambling Fragments
      The fiends of the Underhell, in their endless depravi-
      ty, find great enjoyment in tearing mortals limb from       This mutilated corpse retains enough of its original
      limb or severely mutilating their bodies, before or         form to continue moving about. It lumbers about with
      after death. Although these remnants are not com-           the use of its remaining extremities.
      plete corpses, the energies of the Underhell can still
      animate extremely damaged corpses, partial torsos,
      individual limbs, and other body parts to seek out
      others to tear apart as well, seemingly guided by some
      unnatural force. These remnants given undeath are
      known as “shambling fragments,” after the discordant
      movement of their incomplete bodies.
         Dozens of shambling fragments can rise from a
      single corpse, even if left intact. While a single sham-
      bler is rarely a danger, multiple shamblers can quickly
      overwhelm anyone caught unawares. A shambler is
      suffused with the energies of the Underhell, constant-
      ly radiating these same energies. Anyone struck by a
      shambler risks some of this energy entering their own
      body, increasing the risk of rising as undead them-
      selves if killed, either under the assault of the sham-
      bler or even at a later date.
153
        Apocalypse Undead
                    154
Apocalypse Undead
                                                                 Sources of Corruption
      Corrupted                                                  Underhell corruption occurs in one of three ways.
155
        Corrupted Creatures
few corrupted creatures that aren’t evil undergo an au-
tomatic alignment shift to evil as their worst impulses          Corruptions for
dominate their minds. Corrupted versions of good
creatures almost always arise through indirect corrup-
                                                                   Each Legion
tion, as treants, unicorns, and other such benevolent
                                                            Each legion corrupts native creatures in unique ways.
creatures rarely offer their allegiance to the Underhell.
                                                            A Tartarus leader, for example, might unleash a plague
   Underhell Possession. More rarely still, a fiend
                                                            of corruption, while a Pandemonium-allied Archlord
that has lost its physical form might possess another
                                                            might cast a single, powerful spell to corrupt creatures
creature, feeding the creature’s worst impulses and
                                                            in a wide area. A general of the Cocytus legion typi-
altering how it sees the world. Typically, possession
                                                            cally corrupts creatures by tempting them with power
happens after an unusually bitter fiend is slain but a
                                                            to hurt their own enemies. The following entries
Doomgate remains open and it is near a creature with
                                                            present examples of normal monsters corrupted by
violent or spiteful inclinations. The fiend is ethereal
                                                            each legion.
(and thus invisible and unable to affect or be affected
by material creatures) and has a flying speed of 60 feet
(and can hover) until it returns to the Underhell or it     Adding Corruption Traits
possesses a creature. Rather than crossing back to the      Each corruption trait can usually be added to a
Underhell to resume a physical form, the fiend lingers      creature without increasing its challenge rating, but if
for a few hours or days, waiting for a creature to feel a   the trait plays directly into a creature’s most effective
strong pang of jealousy, anger, or hatred. Then, it can     attacks or traits, it might increase the creature’s chal-
attempt to possess the creature, which can resist with      lenge rating by 1.
a DC 15 Charisma saving throw.
   On a successful save, the fiend is sent back directly    Corruption Trait Save DC
to the Underhell. On a failed save, the creature gains
a corruption trait and its alignment becomes evil until     Many of the following corruptions grant additional
the possession ends. This corruption lasts as long as       special traits or actions that require a saving throw.
the creature is possessed. The possession can be ended      The DC of this saving throw is 13 if the corrupted
by the dispel evil and good spell and similar magic.        creature has a challenge rating of 4 or lower, 15 if
Whenever the creature takes an action that it would         the corrupting creature’s challenge rating is at least 5
otherwise be strongly opposed to, it can repeat the         but not more than 10, 17 if its challenge rating is at
saving throw, ending the possession on a success.           least 11 but not more than 16, and 19 if its challenge
                                                            rating is 17 or higher.
                                                                                                                        156
                                                                           Corrupted Creatures
           Acheron Corruption
      Acheron corruption is usually embraced by crea-
      tures living in the desolate, barren wastelands that
                                                                    Acheron-Corrupted Chuul
      the Acheron legion produces, if only as a means to            The Acheron legion doesn’t limit its depredations to
      survive. While this legion controls an area, live births      the land but also drains the seas of life and vitality.
      from any creatures are rare and produce corrupted             Chuuls that lurk in lightless depths often embrace
      creatures that grow to maturity with supernatural             this corruption not only to survive but because it
      speed. Creatures with an Acheron corruption seem              grants them the opportunity to demonstrate unparal-
      sickly and pale, and most have vacant, hollow gazes.          leled mastery of the waters. Corrupted chuuls usually
         Acheron corruption grants the following trait.             serve as amphibious warriors in the armies of the
         Lifeless Aura. The Acheron-corrupted creature              fiends but some are guardians of underwater strong-
      exudes an aura of deterioration and lifelessness that         holds.
      manifests as an unpleasant itching up to 20 feet from
      the creature. Creatures in the aura other than fiends
                                                                     This monstrous crustacean is a sickly, sallow color,
      and Acheron-corrupted creatures can’t regain hit
                                                                     but its oversized claws clack together menacingly.
      points or gain temporary hit points.
       Acheron-Corrupted                                               Sense Magic. The chuul senses magic within 120 feet of
                                                                       it at will. This trait otherwise works like the detect magic
       Chuul                                                           spell but isn't itself magical.
       Large aberration, chaotic evil
                                                                       Actions
      Armor Class 16 (natural armor)                                   Multiattack. The chuul makes two pincer attacks. If the
      Hit Points 93 (11d10 + 33)                                       chuul is grappling a creature, the chuul can also use its
      Speed 30 ft., swim 30 ft.                                        necrotic tentacles once.
        STR     DEX     CON                                            Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one
                                         INT      WIS       CHA
                                                                       target. Hit: 11 (2d6 + 4) bludgeoning damage. The target
       19 (+4) 10 (+0) 16 (+3)          5 (–3)   11 (+0)   5 (–3)      is grappled (escape DC 14) if it is a Large or smaller
      Skills Perception +6                                             creature and the chuul doesn't have two other creatures
      Damage Immunities poison                                         grappled.
      Condition Immunities poisoned                                    Necrotic Tentacles. One creature grappled by the
      Senses darkvision 60 ft., passive Perception 16                  corrupted chuul takes 10 (3d6) necrotic damage and
                                                                       must succeed on a DC 14 Constitution saving throw or
      Languages understands Deep Speech but can’t speak
                                                                      be poisoned for 1 minute. The chuul regains hit points
      Challenge 5 (1,800 XP)                                          equal to the necrotic damage it deals. Until this poison
                                                                      ends, the target is paralyzed and its hit point maximum is
      Amphibious. The chuul can breathe air and water.
                                                                      reduced by the amount of necrotic damage it takes. The
      Lifeless Aura. The Acheron-corrupted chuul exudes an            target can repeat the saving throw at the end of each of
      aura of deterioration and lifelessness that manifests           its turns, ending the effect on itself on a success.
      as an unpleasant itching up to 20 feet from the chuul.
      Creatures in the aura other than fiends and Acheron-
      corrupted creatures can’t regain hit points.
157
        Corrupted Creatures
                      158
Corrupted Creatures
      Acheron-Corrupted Treant
      The desolation and barrenness that accompany the
      Acheron legion have warped this treant, imbuing the
      creature with the malevolent desire to spread its own
      decay. The forest creatures that once depended on the
      treant’s guidance now suffer under its depredations,
      and the treant’s former domain is now a blighted hav-
      en for evil. Fiends use corrupted treants as living siege
      engines, assaulting the fortifications of elves and other
      intractable creatures that seek shelter in the forest.
159
        Corrupted Creatures
                      160
Corrupted Creatures
                Annwn Corruption                                      Annwn-Corrupted
                                                                      Gargoyle
         The mighty defenses of the Annwn legion thrum with           Gargoyles perched upon the walls of fortifications
         hellish power, maintaining the powerful magical protec-      co-opted by the fiends of the Annwn legion some-
         tions that the fiends of the legion share. These magical     times become infused with the supernatural invul-
         energies can warp the physiology of nearby creatures,        nerability of the Annwn corruption. This corruption
         imparting the same remarkable durability of Annwn le-        imparts a particularly dense skin but makes the
         gion fiends but twisting and warping the corrupted crea-     gargoyles lumpy and misshapen, as though fashioned
         ture’s limbs in painful and debilitating ways. Although      from poorly molded clay. This malformed skin is
         the defenses enjoyed by this legion seem like a blessing,    painful and itchy, preventing a corrupted gargoyle
         corrupted creatures bear constant physical aches.            from remaining motionless for very long; if the gar-
            Annwn corruption grants the Heavy Skin trait and          goyle had gone unnoticed prior to its corruption, it is
         the Withstand reaction.                                      soon discovered and must serve the legion or flee to
            Heavy Skin. Annwn corruption grants the corrupt-          some distant, inaccessible height.
         ed creature thickened natural armor that provides a
         +1 to Armor Class. Reduce all speeds of the corrupted
         creature by 5 feet if they were at least 30 feet or by 10     This granite gargoyle bears knots of stone across its
         feet otherwise, to a minimum of 10 feet.                      body that resemble boils or blisters made of chalky
            Withstand. When the corrupted creature takes               rock.
         damage from a source it can see, it can use its reaction
         to reduce the damage either by 1 + half the corrupt-
         ed creature’s challenge rating (round down) or by 3,
         whichever is greater (before applying resistance or
         vulnerability).
161
            Corrupted Creatures
                      162
Corrupted Creatures
           Annwn-Corrupted Shield
           Guardian
           Unlike most other corrupted creatures, corrupted
                                                                       Flecks of rust and corroded pits mar the metal armor
           shield guardians aren’t converted from existing crea-
                                                                       of this human-shaped automaton.
           tures; instead, they are manufactured by the magicians
           and engineers of the Annwn legion to guard their
           fortifications. Despite being a construct, a corrupted
           shield guardian is often malevolent in its outlook and
           subtly subverts commands given by a good creature
           that wears its amulet. Corrupted shield guardians
           sometimes appear pitted or badly rusted, but their
           metal plates are far more durable than they appear.
163
             Corrupted Creatures
                      164
Corrupted Creatures
               Cocytus Corruption                                       gry-red scars upon its flesh that represent the grudges
                                                                        it holds, of which new injuries gleam brightest.
                                                                           Cocytus corruption grants the Vengeful Retaliation
          Focused on spite and retribution, the Cocytus legion’s        reaction.
          corruption takes root in the desire for revenge,                 Vengeful Retaliation. When the Cocytus-cor-
          turning creatures into twisted mockeries of their             rupted creature is reduced to 0 hit points, it makes
          former selves. Ironically, the hatred of the legion itself    a weapon attack just before dying. If this attack is
          often corrupts mundane creatures into joining it. In          made against the creature that reduced the corrupted
          addition, many creatures are willing to sacrifice their       creature to 0 hit points, the corrupted creature makes
          wealth, slaves, or souls in exchange for the power to         this attack with advantage. The corrupted creature
          resolve a longstanding grudge or eliminate a bitter           then dies.
          rival; petitioners for the Cocytus legion’s favor are
          common enough that every fourth-circle fiend and
          Archlord devotes some of its own time to listen or as-        Cocytus-Corrupted
          signs a trusted lieutenant (such as a cackling cacodae-       Minotaur
          mon or shining gryllus) to hear them out. As a result,        Savage carnivores and vicious brutes, minotaurs prowl
          Cocytus corruptions are among the most common.                mazes or cavern networks, obsessively worried that
             Although the fiends’ enemies may think of this             another creature might learn the secret of the passages
          corruption as their punishment while supplicants              and trick or ambush them. Legends of an ancient
          may think the corruption as a necessary price to              hero foiling a minotaur’s maze with a ball of string
          have vengeance, the fiends of the legion always force         are, to minotaurs, distressingly common. Minotaurs
          the corrupted creatures to serve the legion, insisting        who have been defeated or outsmarted in the past
          that the corruption includes an obligation to obey            make ideal candidates for corruption by the Cocytus
          or else face even worse consequences. Like Cocytus            legion, as they burn with a desire for vengeance and
          fiends, a corrupted creature sprouts glowing, an-             fight to the death to avoid being bested again.
165
            Corrupted Creatures
This muscular giant has the head of a black bull and
heavy hooves. It grips its greataxe with eager fervor,
causing the glowing scars on its arms to pulse with
angry red light.
                                                                               166
                                                         Corrupted Creatures
       Cocytus-Corrupted Roper
       Patient hunters in caverns and caves, ropers rarely
       interact with other creatures except to ambush them                  Several thin, stony tendrils unspool from this lump of
       with strength-draining tendrils. Fiends are generally                misshapen stone, and a great maw gapes beneath a
       impatient and rapacious, but canny leaders under-                    single staring eye. Its sides are cracked and scarred,
       stand the value that a watchful guardian brings to                   letting out faint red light.
       their forces. Many legions therefore intentionally
       recruit ropers, promising an unending bounty of
       victims and treasure. The Cocytus legion typically
       corrupts ropers to watch over underground fortresses
       or even stranger domains, where the corrupted ropers
       surprise intruders with weakening tendrils that make
       other fiends better able to inflict their vengeance.
                                                                                                                              ces,
                                                                            Spider Climb. The roper can climb difficult surfa
      Cocytus-Corrupted                                                     including upside down on ceilings, without need
                                                                            make an ability check.
                                                                                                                             ing to
167
         Corrupted Creatures
                      168
Corrupted Creatures
        Cocytus-Corrupted Spirit
        Naga
        Spiteful creatures that crave power, spirit nagas are
                                                                    This large serpent has dark, mottled skin and a hate-
        quick to pretend to prostrate themselves before the
                                                                    ful glare. Its skin is marred with glowing red scars.
        fiends of the Cocytus legion as soon as they believe
        there are fiendish secrets and minions to be gained.
        Unfortunately for these ersatz devotees, the fiends are
        quick to corrupt and force the nagas into their service.
        Corrupted spirit nagas primarily serve the fiends as ar-
        cane support; when not actively serving their fiendish
        masters, they research how to escape their ill-advised
        bargain.
169
           Corrupted Creatures
                      170
Corrupted Creatures
                    Dis Corruption                                   target finishes a short rest or it is the target of a greater
                                                                     restoration spell or similar magic.
      Skills Perception +4                                           Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one
                                                                     target. Hit: 16 (2d10 + 5) bludgeoning damage.
      Condition Immunities petrified
      Senses darkvision 60 ft., passive Perception 14                 Petrifying Breath (Recharge 5–6). The gorgon exhales
                                                                      petrifying gas in a 30-foot cone. Each creature in that
      Languages —
                                                                      area must succeed on a DC 13 Constitution saving
      Challenge 5 (1,800 XP)                                          throw. On a failed save, a target begins to turn to stone
                                                                      and is restrained. The restrained target must repeat the
      Regressing Blows (1/Turn). A creature hit by a melee            saving throw at the end of its next turn. On a success,
      attack from the Dis-corrupted gorgon must succeed on            the effect ends on the target. On a failure, the target is
      a DC 15 Intelligence saving throw or revert to increasing       petrified until freed by the greater restoration spell or
      ignorance. The target’s Intelligence, Wisdom, and               other magic.
      Charisma scores are each reduced by 2. This reduction
      is cumulative but cannot reduce any of the target’s
      scores to less than 3. This reduction lasts until the target
      finishes a short rest or benefits from a greater restoration
      spell or similar magic.
171
           Corrupted Creatures
This metal-skinned bull has a malevolent light in its
eyes that hints at brute aggression. Green mist em-
anates from its mouth and nostrils and between the
mismatched plates on its hide.
                                                                              172
                                                        Corrupted Creatures
               Gehenna Corruption                                    Gehenna-Corrupted Stone
                                                                     Giant
          Brute warriors of the Gehenna legion conquer by            Giants often engage in feats of strength to determine
          might and take what they choose from anyone they           leadership. Even stone giants—who are generally
          consider weaker than themselves. Mortal creatures          among the more introspective and artistic giants—
          subjugated by Gehenna fiends sometimes choose to           might harbor a desire to demonstrate their great
          continue this hierarchy of violence, subjugating yet       strength against lesser creatures. These stone giants
          weaker mortals in turn. These creatures are particular-    are particularly prone to corruption by the Gehenna
          ly prone to Gehenna corruption; their muscles swell        legion.
          to painful size and they bully others as they were bul-
          lied. The Gehenna legion doesn’t generally consider         This tall, extraordinarily muscular woman appears
          corrupted mortals worth much more than maggots,             to have skin of basalt. Each of her movements emits
          and often places them on the front lines of battles         the deep grinding of stone on stone as her muscles
          to clear away weaker enemies and pave the way for           bulge.
          mightier Gehenna fiends to test their mettle against
          worthy opponents.
             Gehenna corruption grants the Crushing Blows
          trait.
             Crushing Blows. At the start of its turn, the cor-
          rupted creature can choose to make crushing blows
          until the start of its next turn. While it does, it has
          disadvantage on all melee attack rolls, but its melee
          attacks that deal bludgeoning, piercing, or slashing
          damage deal an additional 5 (1d10) damage.
173
            Corrupted Creatures
                      174
Corrupted Creatures
                 Hades Corruption                                      Hades corruption grants the creature the Eternal
                                                                     Warrior and Show of Might traits.
                                                                       Eternal Warrior. If damage reduces the corrupted
        Fields of mewling, simpering minions cover the bat-          creature to 0 hit points, it must make a Constitution
        tlefields of the Hades legion, but few of these expend-      saving throw with a DC of 5 + the damage taken,
        able hordes bear the corruption of the Hades legion.         unless the damage is from a critical hit. On a success,
        Only those creatures that have become truly desper-          the corrupted creature drops to 1 hit point instead.
        ate—who see subservience as a humiliation and an               Show of Might. The corrupted creature has advan-
        unfitness to exist—receive the corruption the Hades          tage on ability checks using the Intimidation skill due
        legion imparts. Creatures afflicted with the corruption      to its fearsome appearance.
        becoming massively muscled, with thick hides and
        sharp bone spurs bursting from all over their bodies.
        This show of strength resembles the corruption of            Hades-Corrupted Fire
        the Gehenna legion, but this appearance is deceiving:        Elemental
        Hades corruption imparts a false sense of strength           Often conjured as a servant or brute minion, many
        to avoid falling into the grip of weakness. Corrupted        elementals know the indignity of servitude and have
        creatures cannot draw upon the corruption’s powerful         experienced powerful masters casually extinguishing
        reserves until they are approaching defeat, at which         them when their tasks are complete. Fire elementals
        time the corruption grows most active and essential to       with a burning hatred for this treatment naturally
        victory.
175
           Corrupted Creatures
draw the attentions of the Hades legion, and their
rage makes them apt candidates for corruption. Their
fires burn brighter but no hotter, giving them more
bark but no more bite. When an encounter turns
against them, however, they gird themselves in hardy
embers.
                                                                             176
                                                       Corrupted Creatures
                   Lethe Corruption                                      Lethe corruption grants the Isolating Strikes trait.
                                                                         Isolating Strikes (1/Turn). A living creature hit
                                                                      by an attack from the corrupted creature must make
          Fiends of the Lethe legion often inflict stunning           a Charisma saving throw or become supernaturally
          strikes in combat, but when free to torment their foes      isolated. If the target fails this save by 5 or more, it is
          over a longer period of time, they enjoy inflicting         also stunned until the start of the corrupted creature’s
          feelings of isolation and despair. Creatures left behind    next turn. An isolated target cannot take the Help
          by friends or family in lands controlled by the Lethe       action and is not considered an ally of any other
          legion are particularly susceptible to corruption, as       creature. This isolation lasts until the target finishes a
          the self-destructive feelings of desperate loneliness       short rest.
          already echo inside their minds. Once a corrupted
          creature has given way to these feelings and its descent
          into evil is complete, it passes those same feelings        Lethe-Corrupted Black
          along to other creatures it attacks. Lethe-corrupted        Pudding
          creatures are most often encountered alone and ema-         Arising from befouled, desolate swamps favored by
          nate a palpable sense of loneliness.                        the Lethe legion, Lethe-corrupted black puddings
177
             Corrupted Creatures
are mindless creatures that resemble a tarry sludge.
Dissolving all materials other than stone, corrupted
black puddings leave nothing in their wake. Their
strikes similarly dissolve happy memories of friendship
and camaraderie.
                                                                                178
                                                          Corrupted Creatures
         Pandemonium Corruption
                                                                      Pandemonium corruption grants the Resilient
        Pandemonium is the legion of warped magic, the             Mind trait, including a degree of psionic ability.
        imposition of will over matter, and the wickedness            Resilient Mind. The creature gains immunity to
        born of decadent impulses. Its corruptions most            the charmed and frightened conditions. Its Wis-
        often are intentionally inflicted upon creatures, come     dom score increases to 14 + half its challenge rating
        about through debauched excesses, or linger behind         (rounded down) unless it was already at least that
        after fiendish possession as a horrid psychic residue.     high. If it already has Innate Spellcasting, it can also
        Latent psychic power blossoms in the corrupted, and        innately cast fiendish investiture (page 35) and mage
        many naïve creatures experiencing this corruption          hand at will, and deadly bark (page 34; level equals 1 +
        believe they can keep the resulting dark impulses in       half challenge rating) and telekinesis each 3 times per
        check. Ultimately, though, Pandemonium-corrupted           day. If the corrupted creature has a challenge rating of
        creatures seek out others of their kind or other fiends    2 or lower, it can only use its telekinesis to target ob-
        of the Pandemonium legion, which echo each other’s         jects that aren’t being worn or carried. If the creature
        power and expand their abilities to new, wicked            does not already have the Innate Spellcasting racial
        heights. Pandemonium-corrupted creatures usually           trait, it gains the Innate Spellcasting trait below.
        have a violet glow to their eyes that grows brighter
        when they cast spells.
179
           Corrupted Creatures
       Innate Spellcasting (Psionics). The corrupted crea-
     ture’s spellcasting ability is its highest among Intelli-
     gence, Wisdom, and Charisma. To quickly determine
     a new spell attack bonus for a creature, you can use
     the bonus to hit for one of its attacks. The corrupt-
     ed creature can innately cast the following spells,
     requiring no components:
       At will: fiendish investiture (page 35), mage hand
       3/day each: deadly bark (page 34; level equals 1
     + half challenge rating), telekinesis. If the corrupt-
     ed creature has a challenge rating of 2 or lower, it
     can only target objects that aren’t being worn or
     carried with telekinesis.
     Pandemonium-
     Corrupted Green
     Hag
     Already apt to use magic to solve their
     problems, green hags are only a short
     step away from corruption by the
     Pandemonium legion. These hags
     subvert swamp and frontier settle-
     ments on behalf of their fiendish
     masters, reveling in the chaos and
     tragedy they bring. Corrupted
     green hags love sneaking around
     and causing fatal accidents
     with mage hand or telekinesis,
     while they remain safely out of
     physical danger.
                                                                                       180
                                                                 Corrupted Creatures
           Phlegethon Corruption                                       Spit Fire. Ranged Spell Attack: The bonus to hit
                                                                    equals the corrupted creature’s best attack bonus,
                                                                    range 60 ft., one target. Hit: 3 (1d6) fire damage if
        Scorched remnants are usually all that remain when          the corrupted creature has a challenge rating less than
        fiends of the Phlegethon legion gain control of an          1; otherwise, 1d10 fire damage per point of the crea-
        area. Their wanton love of fire and their hunger to         ture’s challenge rating. In addition, the target ignites.
        destroy leave little behind other than ashes. Creatures     Until a creature takes an action to douse the fire, the
        that survive these fiery purges are often infused with a    target takes 3 (1d6) fire damage at the start of each of
        spark of hellfire, which serves as a seed to develop into   its turns.
        a full corruption as soon as the creature experiences
        strong pangs of hunger or longing for destruction.
        Phlegethon corruption manifests as wispy flames             Phlegethon-Corrupted
        across the corrupted creature’s body, which it can          Ogre
        focus into an immolating breath. This flame carries a       At the best of times, ogres are brutes who like to smash
        small spark of the corrupted creature’s newfound fas-       all things within the reach of their clubs. When sub-
        cination with fire, and the burning creature feels some     jected to the Phlegethon corruption, an ogre becomes
        of the same compulsion to experience fire dancing on        an insatiable pyromaniac, setting fires with its touch
        its skin. Phlegethon corrupted creatures often wander       whenever it can immolate a pretty structure, person, or
        far, inflicting fires everywhere they go.                   item. Corrupted ogres think little of their former valu-
           Phlegethon corruption grants the Blazing Soul trait,     ables or members of their band and often watch their
        which includes the Spit Fire attack.                        treasures or allies go up in flames with a huge grin on
           Blazing Soul. The creature has immunity to fire          their stupid faces. They fly into a rage whenever anyone
        damage, isn’t harmed or ignited by hellfire, and gains      tries to stop them at their “fun,” including any fiends—
        the Spit Fire attack. It can’t use the Spit Fire attack     even the denizens of the Underhell have learned how
        with the Multiattack action.                                unreliable ogre minions can be.
      Phlegethon-Corrupted                                          Actions
      Ogre                                                          Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
                                                                    one target. Hit: 13 (2d8 + 4) bludgeoning damage.
      Large giant, chaotic evil
                                                                    Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach
      Armor Class 11 (hide armor)                                   5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4)
      Hit Points 52 (7d10 + 14)                                     piercing damage.
      Speed 50 ft.                                                  Spit Fire. Ranged Spell Attack: +6 to hit, range 60 ft., one
        STR       DEX      CON                                      target. Hit: 11 (2d10) fire damage and the target ignites
                                     INT       WIS      CHA
                                                                    unless it is a fiend. Until a creature takes an action to
       19 (+4)   8 (–1)   15 (+2)   5 (–3)    8 (–1)   9 (–1)       douse the fire, the target takes 3 (1d6) fire damage at
      Damage Immunities fire                                        the start of each of its turns.
      Senses darkvision 60 ft., passive Perception 9
      Languages Common, Giant
      Challenge 2 (450 XP)
181
           Corrupted Creatures
This muscled giant gives a bellowing roar as flames
dance in her eyes and across her thick, scarred skin.
                                                                              182
                                                        Corrupted Creatures
                  Sheol Corruption                                   the lowest current hit points of all creatures within 60
                                                                     feet of it, all attack rolls against it have advantage.
183
            Corrupted Creatures
This winged, dragon-like creature has dull green skin,
a fearsome stinger at the end of its tail, and a dark
shadow around its head like a cowl.
                                                                               184
                                                         Corrupted Creatures
                    Styx Corruption                                    Syx-Corrupted Behir
                                                                       Dim-witted behirs have an ancient feud with drag-
         Masters of flight and tempests, fiends of the Styx            onkind, and silver-tongued fiends sometimes stoke
         legion attack their foes from the air. Creatures caught       this hatred. Promising the power to fight against their
         in the ferocious windstorms created by the legion find        draconic enemies in the skies and the agility to dodge
         themselves hurled helplessly about, and those that            draconic breath weapons, these fiends tempt behirs
         survive might be seduced by the corruption of Styx.           into sacrificing their hoards and their souls to the
         Such creatures become particularly agile and invari-          legion.
         ably sprout wings of some variety, such as leathery,
         bat-like wings or the membranous wings of giant
         insects. Feathered wings are rare in creatures subject         This multi-legged serpentine horror flaps a set of
         to the Styx corruption, and are generally a nauseating         membranous insectoid wings as it curls its sinuous
         green-black in color.                                          body in ever-tightening coils.
            Styx corruption grants the Styxian Agility trait.
            Stygian Agility. Styx corruption grants a fly speed
         of 30 ft. or increases a corrupted creature’s existing fly
         speed by 30 ft. The corrupted creature has advantage
         on Dexterity ability checks and Dexterity saving
         throws.
185
            Corrupted Creatures
                      186
Corrupted Creatures
       Styx-Corrupted Dire Wolf
       When their lairs and hunting grounds are torn
       asunder by the devastating winds of the Styx legion,
       predators such as dire wolves find themselves exposed
       and become the prey of hunting fiends. Instinctive-
       ly trained to submit to strong pack leaders, these
       dire wolves yield to the fiends and find themselves
       corrupted by the Styx legion. The fiends gleefully
       mistreat these once-formidable hunters, and the dire
       wolves succumb to the vicious hatred this treatment
       engenders. Corrupted dire wolves become painfully
       thin and have large, furry wings covered in mange.
187
          Corrupted Creatures
                      188
Corrupted Creatures
              Tartarus Corruption                                      corrupted creature’s natural attacks do not deliver this
                                                                       poison unless it grapples a target with a natural melee
                                                                       weapon.
          Disease and poison are hallmarks of the Tartarus
          corruption. Plagues sweep the land and infected
          corpses litter the countryside. In this pestilential en-     Tartarus-Corrupted
          vironment, any creature might become subject to this         Giant Scorpion
          corruption, the infection taking hold in their souls         The fiendish corruption assaulted this monstrous
          like a malignant tumor that consumes the creature’s          scorpion from within, transforming its virulent poi-
          thoughts and desires. Creatures that rely on poison or       son into a conduit for possession by fiendish entities.
          infections to defeat their enemies most easily succumb       Now a vessel for evil, the corrupted giant scorpion
          to this lust for spreading sickness.Tartarus corruption      roams the countryside looking for victims to grab and
          grants the following trait.                                  sting to death.
             Poisonous Flesh. The creature gains immunity
          to the poisoned condition and to poison damage.
          Anyone that hits a Tartarus-Corrupted creature with           This scorpion is larger than a horse. Its claws click
          a natural melee weapon (such as a bite or claw),              together angrily and its tail drips a poisonous ichor
          grapples the corrupted creature, or otherwise comes           across its mottled carapace.
          into direct contact with the corrupted creature’s
          skin must succeed on a Constitution saving throw
          or be poisoned for 1 minute. A poisoned creature
          can repeat the saving throw at the end of each of its
          turns, ending the effect on itself on a success. The
                                                                                                                            ned
                                                                     on a DC 13 Constitution saving throw or be poiso
      Tartarus-Corrupted                                             for 1 minute. A poisoned creature
                                                                     throw at the end of   each of its
                                                                                                           can
                                                                                                       turns ,
                                                                                                                repea
                                                                                                               endin g
                                                                                                                       t the
                                                                                                                       the
                                                                                                                             saving
                                                                                                                            effec t on
      Giant Sco    rpion                                             itself on a succe ss. The scorp  ion’s natur al attac ks  do not
                                                                                                                         with a claw
              evil
      Large beast, neutral                                           deliver this poison unless it grapples a target
                                                                     attack.
      Armor Class 15 (natural armor)
      Hit Points 45 (7d10 + 7)                                       Actions
                                                                                                                               two with
      Speed 40 ft.                                                   Multiattack. The scorpion makes three attacks:
                        CON            INT       WIS        CHA      its claws and one with its sting.
        STR     DEX
                                                                                                                             ft., one
       15 (+2) 13 (+1) 13 (+1)        1 (–5)    9 (–1)     3 (–4)    Claw. Melee Weapon Attack: +4 to hit, reach 5
                                                                                           + 2) bludg  eonin  g dama   ge,  and   the
                                                                     target. Hit: 6 (1d8
                                                                                                      DC 12)  and  expos  ed   to the
      Damage Immunities poison                                       targe  t is grapp led (esca pe
                                                                                                                             two claws,
      Condition Immunities poisoned                                   scorpion’s Poisonous Flesh. The scorpion has
                                                                      each of which can grapp      le only one  targe t.
      Senses blindsight 60 ft., passive Perception 9
                                                                                                                            5 ft., one
      Languages —                                                     Sting. Melee Weapon Attack: +4 to hit, reach
                                                                                                                       ge, and    the
                                                                      creature. Hit: 7 (1d10 + 2) piercing dama
      Challenge 3 (700 XP)                                                                            Cons titutio n savin g  throw   ,
                                                                      target must make a DC 12
                                                          ion                            ) poiso n  dama  ge  on a failed  save,   or  half
       Poisonous Flesh. A creature that hits the scorp                taking 22 (4d10
                                                                                                              one.
                                             as a bite or claw),      as  much    dama  ge on a succe   ssful
       with a natural melee weapon (such
                                 ion, or other wise come   s into
       grapples the giant scorp
                    ct with the scorp ion’s skin must  succe   ed
       direct conta
189
             Corrupted Creatures
                      190
Corrupted Creatures
        Tartarus-Corrupted
        Otyugh
        The Tartarus legion often focuses its efforts to under-
                                                                     A nauseating mass of tentacles and jaws atop ele-
        mine a city in the sewers, where they enhance sewer
                                                                     phantine legs, this creature is coated with filth and
        plagues and other foul diseases transmitted through          wriggling, raw sewage.
        filth. Otyughs lair in such places and are particularly
        susceptible to whispered promises that the delights of
        the surface world can be theirs for the taking in ex-
        change for spreading their foul diseases. The Tartarus
        legion uses corrupted otyughs as expendable guards
        for their mighty plague towers.
191
           Corrupted Creatures
                      192
Corrupted Creatures
                                                                tlefield serves as a useful distraction. Further, because
      Damned Soul                                               of their origin as tormented souls who instinctively
                                                                flinch from fiends, these swarms do not harm fiends,
      Swarms                                                    which makes them useful allies or cover in a fight.
                                                                   Accidental Atrocities. Not all damned soul swarms
      Freedom is impossible in the Under-                       are carefully collected by Archlords into a mewling,
      hell, but souls of damned mortals                         clutching swarm. Some fiend-inflicted tragedies
      don’t realize this. Suffering                              that create a sudden and traumatic loss of life can
      under the lashes and claws                                   cause damned soul swarms to arise spontaneously;
      of their fiendish tormen-                                       this is particularly likely to occur during the
      tors, damned souls long                                             world-shaking upheavals of Underhell inva-
      for escape and desperately                                               sions. These rogue, unplanned damned
      clutch at any opportunity                                                     soul swarms serve under the com-
      for liberation from their                                                        mand or control of no fiend, and,
      suffering. Among the                                                                 unlike those under the control
      damned, rumors persist of                                                               of a fiendish legion, they
      souls that have exploited                                                                  can actually harm fiends.
      a lapse in their fiendish                                                                       Freedom Only in
      overseers’ attention to                                                                       Destruction. The souls
      slip through a crack in                                                                       that make up a damned
      the hellish prison. A few                                                                     soul swarms are irre-
      lucky souls can relate                                                                        vocably tied together.
      first or secondhand                                                                          These souls are only
      accounts of witnessing                                                                       free to pass on to their
      a soul’s unexplained                                                                        eternal reward when the
      disappearance, leading                                                                      damned soul swarm is
      to memorably destruc-                                                                      destroyed.
      tive punishment, as the                                                                       Timeless Undead. A
      fiends have no recourse                                                                   damned soul swarm isn’t
      except to vent their                                                                      subject to exhaustion,
      rage upon those that                                                                     can’t regain hit points, and
      remain. And yet, the                                                                     requires no air, food, drink,
      spark of hope lives on,                                                                 or sleep.
      spread through these
      tales.
         These rumors are
      lies.
         Many Archlords
                                                                                           Encountering
      believe that a spark of                                                              Damned Soul
      hope ultimately engen-
      ders greater suffering, so                                                           Swarms with
      they carefully allow word
      to spread in the deep-
                                                                                             Fiends
      est pits of the Underhell.
                                                                                    When a fiend is encountered with a
      Some damned souls do indeed
                                                                                 damned soul swarm under its com-
      disappear but not to freedom—in-
                                                                            mand, the fiend’s effective challenge rating
      stead, they are secretly collected, combined,
                                                                increases by 1. The fiend typically takes advantage of
      and unleashed as a throng of wailing, clutching souls
                                                                the swarm’s natural ability to hide fiends coupled with
      called a “damned soul swarm.”
                                                                its inability to attack them.
         Creations of Chaos. The Archlords or lesser lords
      stitch and weave the damned together, binding indi-
      vidual identities to create a single-minded aggregation
      of souls. Damned soul swarms are useful to the fiends
      because their raucous, chaotic presence on the bat-
193
        Damned Soul Swarms
      Legion Traits
        Damned soul swarms often ally with
                                                    the legion of the fiend that created
        additional trait from among those                                                     them and gain an
                                                below. Note: Rogue damned soul
        of these traits, but can affect fiends                                         swa   rms    don’t gain any
                                                    with their attacks.
           Acheron: Cloud of Rot. The swarm
                                                      emits a noxious scent that causes
        objects within it to rot away. A crea                                                creatures and
                                                 ture or object hit by the swarm’s claw
       additional 3 (1d6) necrotic damage                                                     s attack takes an
                                                   and is exposed to the curse of torm
          Annwn: Energy Inured. The souls                                                   ents    (page 122).
                                                   in the swarm have been tortured with
       long they have gained some measure                                                       ener   gies for so
                                                     of defense against them. The swarm
       acid, cold, fire, and lightning.                                                          has   resis tance to
          Cocytus: Explosive Dissipation. The
                                                       swarm looks increasingly unstable
      damage. When reduced to 0 hit poin                                                        as it takes
                                                  ts, the swarm is torn apart in a spir
      each creature within a 10-foot-radi                                                  itua  l explosion and
                                                us sphere centered on the swarm
      13 Constitution saving throw or take                                              mus   t succ   eed on a DC
                                                   7 (2d6) necrotic damage.
         Dis: Distracting Strikes. The swarm’s
                                                        foes find intellectual focus difficult
      Constitution saving throw DC to main                                                       . The
                                                   tain concentration when damaged
      claws attack equals 20 (instead of                                                    by   the swarm’s
                                              10) or half the damage the creature
     number is higher.                                                                    take   s, whichever
         Gehenna: Infernal Wounds. The swa
                                                     rm’s claws rip flesh, making its foes
     susceptible to damage. When the                                                            more
                                             swarm hits a creature other than an
     construct, the target is afflicted with                                             und   ead   or a
                                                  an infernal wound; while wounded
     succeed on a DC 13 Constitution savi                                                 the   crea   ture must
                                                  ng throw or lose 5 (1d10) hit points
     each of its turns. Each time the swa                                                    at  the  star t of
                                              rm hits an infernally wounded crea
    attack, the damage dealt by the infe                                                ture   with   its claw  s
                                               rnal wound increases by 5 (1d10).
    take an action to stanch the infernal                                                Any    crea  ture  can
                                                wound with a successful DC 13 Wisd
    check. The infernal wound also clos                                                      om (Medicine)
                                              es if the target receives magical heal
        Hades: Fiend Friend. The souls in                                                 ing.
                                                the swarm don’t just avoid harming
    bolster them to curry favor. A fiend                                                  fiends, but actively
                                             that starts its turn in the swarm’s spac
    number of hit points equal to the swa                                                   e regains a
                                                 rm’s challenge rating.
       Lethe: Panicked Shrieks. The swa
                                               rm’s shrieking souls terrify its victi
   that starts its turn in the swarm mus                                               ms. A creature
                                              t succeed on a DC 13 Wisdom savi
   frightened of the swarm until the end                                               ng throw or be
                                                 of the swarm’s next turn. If a creature
   is successful, the creature is immune                                                      ’s saving throw
                                                 to this trait for the next 24 hours.
      Pandemonium: Reaching Claws. The
                                                     swarm can extend its claws to an imp
  distance to make attacks. The rang                                                              ossible
                                            e of the swarm’s claws attack incr
  flying speed, but this range remains                                               eases to match its
                                              0 feet for opportunity attacks.
      Phlegethon: Coal-Imbued. Embers
                                                swirl within the swarm. A creature
 hazy damned soul swarm’s claws                                                          or object hit by the
                                         attack takes an additional 3 (1d6)
      Sheol: Misery Sense. The swarm can                                           fire dam    age.
                                                    detect living creatures that are suffe
 swarm automatically knows whether                                                            ring. The
                                              a creature it senses with Life Sense
 diseased and how many hit points                                                        is poisoned or
                                          it has. In addition, a creature leaving
 swarm before the swarm is destroye                                                    combat with the
                                            d is exposed to the coward’s halo
     Styx: Aerial Speed. The swarm’s flyin                                           curse (page 122).
                                                  g speed increases by 20 feet.
     Tartarus: Rigor Mortis. The swarm’s
                                                 claws inflict a debilitating disease.
the swarm’s claws attack is exposed                                                       A creature hit by
                                             to deathlike rigor (page 124). If the
infected, it feels the effects immedia                                                  creature becomes
                                            tely upon being hit again by the swa
                                                                                       rm’s claws attack.
                                                                                                                        194
                                                                        Damned Soul Swarms
                      Hazy Damned
                      Soul Swarm
         The least cohesive and least threatening of the              Shapes like grasping hands and screaming faces
         damned soul swarms are those formed of few souls,            fade in and out of this hazy gray apparition.
         or whose soul-stuff has been so damaged in previ-
         ous engagements that it is merely a wispy, fog-like
         apparition. Despite their smaller size and weaker
         attacks, even these swarms present a significant threat.
         Between their resistance to physical weapons and fer-
         vent desire to consume life, they are quite dangerous,
         especially to those who underestimate them. Hazy
         damned soul swarms cause those caught within their
         forms to choke and cough.
       Hazy Damned Soul                                              Fiend Shroud. A fiend wholly within the swarm’s space is
                                                                     invisible.
       Swarm                                                        Incorporeal Movement. The swarm can move through
      Medium swarm of Tiny undead, chaotic evil                     other creatures and objects as if they were difficult
                                                                    terrain. It takes 5 (1d10) force damage if it ends its turn
      Armor Class 12
                                                                    inside an object.
      Hit Points 26 (4d8 + 8)
                                                                    Life Sense. The swarm can only detect creatures other
      Speed 0 ft, fly 20 ft. (hover)
                                                                    than constructs and undead with its blindsight ability.
         STR      DEX     CON           INT      WIS       CHA      If blinded, it can’t detect anything other than these
        3 (–4)   15 (+2) 14 (+2)                                    creatures within the range of its blindsight.
                                       8 (–1)   10 (+0)   8 (–1)
                                                                    Swarm. The swarm can occupy another creature’s space
      Damage Vulnerabilities radiant
                                                                    and vice versa. The swarm can’t regain hit points or gain
      Damage Resistances bludgeoning, piercing, slashing            temporary hit points.
      Damage Immunities necrotic, poison
      Condition Immunities charmed, exhaustion, grappled,           Actions
      paralyzed, petrified, poisoned, prone, restrained, uncon-     Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one
      scious                                                        non-fiend target in the swarm’s space. Hit: 7 (2d6)
                                                                    slashing damage. The target must succeed on a DC
      Senses blindsight 30 ft., darkvision 60 ft., passive Per-
                                                                    10 Constitution saving throw or choke and cough until
      ception 10                                                    the start of the swarm’s next turn or until it leaves the
      Languages Abyssal, Common                                     swarm’s space (whichever comes first). While it chokes,
      Challenge 1/2 (100 XP)                                        the creature can’t regain hit points, can’t be stabilized,
                                                                    can’t speak, and is at risk of suffocation.
195
           Damned Soul Swarms
                     196
Damned Soul Swarms
        Livid Damned Soul Swarm
        The spirits in a damned soul swarm are bodiless,
        but that doesn’t assuage their hunger for their lost
        mortality. Some damned soul swarms draw blood
        from wounded enemies, causing ribbons of blood to
        pour out from wounds. The spirits howl in frustration
        as they derive no real sustenance from this process,
        meaning they never even partly sate their hunger
        for their lost vitality. These damned soul swarms
        are a livid purple in color, like an angry bruise. This
        coloration fades if the swarm hasn’t feasted on blood
        within the past several days.
197
           Damned Soul Swarms
                     198
Damned Soul Swarms
                 Roiling Damned Soul
                        Swarm
         Damned soul swarms that have fed on the vitality           This large cloud of ghostly claws and screaming
         of many mortals, or whose constituent souls retain         faces shimmers in a variety of colors, like a swirl of
         a strong sense of self, become large and cunning           oil on a rain puddle.
         predators. These horrors resemble a churning cloud
         of scowling faces in a variety of colors that flicker
         through a numerous hues, allowing them to blend in
         with their surroundings or become altogether invisi-
         ble. They enjoy engulfing several opponents at once,
         and can overwhelm the senses of those they rake with
         their spectral claws.
       Roiling Damned Soul                                         Incorporeal Movement. The swarm can move through
                                                                   other creatures and objects as if they were difficult
       Swarm                                                       terrain. It takes 5 (1d10) force damage if it ends its turn
                                                                   inside an object.
       Large swarm of Tiny undead, chaotic evil
                                                                   Life Sense. The swarm can only detect creatures other
      Armor Class 14
                                                                   than constructs and undead with its blindsight ability.
      Hit Points 85 (10d10 + 30)                                   If blinded, it can’t detect anything other than these
      Speed 0 ft, fly 30 ft. (hover)                              creatures within the range of its blindsight.
         STR      DEX     CON     INT     WIS     CHA             Sneak Attack (1/turn). The swarm deals an extra 10
        3 (–4)   18 (+4) 16 (+3) 10 (+0) 12 (+1) 13 (+1)          (3d6) damage when it hits a target with a weapon
                                                                  attack and has advantage on the attack roll, or when the
      Damage Vulnerabilities radiant                              target is within 5 feet of an ally of the swarm that isn’t
      Damage Resistances bludgeoning, piercing, slashing          incapacitated and the swarm doesn’t have disadvantage
      Damage Immunities necrotic, poison                          on the attack roll.
      Condition Immunities charmed, exhaustion, grappled,         Swarm. The swarm can occupy another creature’s space
      paralyzed, petrified, poisoned, prone, restrained, uncon-   and vice versa. The swarm can’t regain hit points or gain
                                                                  temporary hit points.
      scious
      Senses blindsight 30 ft., darkvision 60 ft., passive Per-   Actions
      ception 11                                                  Claws. Melee Weapon Attack: +7 to hit, reach 0 ft., one
      Languages Abyssal, Common                                   non-fiend target in the swarm’s space. Hit: 36 (8d8)
      Challenge 6 (2,300 XP)                                      slashing damage.
                                                                  Invisibility. The swarm magically becomes invisible
      Fiend Shroud. A fiend wholly within the swarm’s space is
                                                                  until it attacks or until its concentration ends (as if
      invisible.
                                                                  concentrating on a spell).
199
            Damned Soul Swarms
                     200
Damned Soul Swarms
                                                                     At the same time, fiends can’t be truly killed
      Fiends of the                                               outside the Underhell. They seem to die and their
                                                                  bodies unravel into empty skin and bones, which
      Underhell                                                   quickly vanish. Sometimes the fiends linger, like
                                                                  incorporeal spirits, and attempt to possess or corrupt
      Spawned from alien reaches of the cosmos, Underhell         nearby creatures, but usually they almost immedi-
      fiends are composed of ancient, raw, primordial evil        ately return to the Underhell. Fiends banished to the
      that is utterly antithetical to ordinary, mortal life. As   Underhell resume physical form soon afterward, and
      a result, these creatures are difficult, even dangerous,    if a Doomgate remains open to the world, they can
      for most mortals to even perceive. The following rules      simply pass through again to resume their role in the
      apply to all Underhell fiends except as noted, but          invasion.
      there are ways for mortals to avoid the worst of these
      effects.                                                    Hard to See
         Ordered by Circles. Fiends defer to leaders ac-          Underhell fiends other than maggots strain the very
      cording to their rank in ordered circles: fourth-circle     fabric of the Material Plane with their extradimen-
      fiends give orders to third-circle cacodaemons, who in      sional forms. In the Underhell, they exist as expres-
      turn command second-circle underfiends, command-            sions of evil not confined by three dimensions or by
      ers supported by first-circle grylluses. The weakest        material physics. When forced to operate by the rules
      grylluses can only order around the pathetic void           of the Material Plane, they occupy physical bodies
      maggots, who are not assigned a circle at all.              that push those rules to the breaking point and defy
         Underhell Demons. In your game, you might                all conventions of biology. These factors together
      decide the fiends are actually demons, in which case        make these fiends hard to perceive or attack. A crea-
      they are all chaotic evil and have immunity to cold,        ture with a Sanguine Ward against Underhell fiends
      fire, and lightning damage, immunity to poison              negates the Nauseating Form of Underhell fiends
      damage, and immunity to the poisoned condition. Be          within 90 feet.
      careful, though, as this can frustrate players who rely        Any creature other than an aberration, celestial,
      on elemental damage spells such as fireball or lightning    construct, fey, or fiend that sees an Underhell fiend
      bolt. Adventurers may have to devise new tactics to         has difficulty focusing on the Underhell fiend. Al-
      deal with fiends of the Underhell.                          though the observer can locate the Underhell fiend,
                                                                  it has disadvantage on attack rolls against the fiend
      Corruption                                                  and the fiend has advantage on attack rolls against
      Evil non-fiends whose vices align with the interests        the observer. Rather than clearly seeing the fiend, the
      of a fiendish legion or Archlord might be offered           observer sees a confusing array of disjointed body
      the chance to serve the legion on pain of death. If         parts in the same approximate position as the fiend,
      the non-fiend accepts, it becomes corrupted by the          as if perceiving the creature through a warped and
      legion and gains the appropriate corruption trait           shattered mirror. When not taking actions in combat,
      (page 155).                                                 these disjointed body parts seem to participate in
         Corruption can also happen when a creature with          momentary visions of pain and horror, as if miming
      suitable vices finishes a short rest inside an Archlord’s   actions the observer fears or hates.
      Shadow. Player characters and creatures within 90 feet
      of a creature with a Sanguine Ward are not normally         Murky Divinations
      subject to corruption; corruption should generally          Spells of the divination school aimed at an Underhell
      only fall upon a player character as part of that char-     fiend have their usual effects but also expose the caster
      acter becoming an NPC, such as if the player wants to       to terrible visions of the Underhell and its inten-
      make a new character or is leaving the game group.          tions for the mortal world. A caster is exposed to the
                                                                  visions when a divination spell they cast is first aimed
      Distant Evil                                                at each fiend. Repeatedly casting the same spell on
      The Underhell represents primordial evil long sepa-         the same target calls for a new saving throw with each
      rated from the Material Plane. Underhell fiends can’t       casting.
      persist in the realm of mortals without the anchoring          When exposed in this way, a spellcaster must make
      of an Archlord or other powerful magical force. Those       a DC 15 saving throw using their spellcasting ability.
      remaining after all Archlords are banished from their       On a failed save, the spellcaster is overwhelmed by
      current world are instantly sent back to the Underhell      horrific visions of the Underhell; the overwhelmed
      as well.                                                    spellcaster learns vague hints about what the
201
        Fiends of the Underhell
Underhell fiends are and what they intend to do but           from any fiend. On a successful saving throw, the hu-
also becomes frightened of all fiends until they finish       manoid is immune to that fiend’s Sickening Appear-
a short rest. On a successful save, the spellcaster has       ance for 24 hours. A humanoid that has encountered
advantage on Intelligence (Arcana) checks to deduce           a given kind of fiend before (such as a gryllus) has
information about the Underhell fiends until they             advantage on this saving throw. An Underhell fiend’s
finish a short rest.                                          Sickening Appearance is suppressed within 90 feet of
   If this is the first time that divination spell has been   a creature with the Sanguine Ward; humanoids previ-
successfully used on that kind of fiend, the character        ously sickened by the sight of the fiend instantly cease
should generally also glean a useful and specific clue        to be sickened, although they can be sickened again
about the fiends’ methods and plans, such as where            if the fiend moves outside the range of the Sanguine
an important fiend or Doomgate is, any unknown                Ward.
rules about Underhell fiends, or what the target fiend’s
orders are.                                                   Timeless Nature
                                                              Underhell fiends are little changed by the passage of
Sickening Appearance                                          time, even compared to other immortal beings. They
In close combat with an Underhell fiend other than a          do not need to eat, drink, sleep, or breathe. In addi-
maggot, its nauseating form threatens to overwhelm            tion, all Underhell fiends are immune to exhaustion.
the minds of mortal creatures. A creature with a              Finally, they do not regain hit points from finishing a
Sanguine Ward against Underhell fiends negates the            short or long rest.
Sickening Appearance of Underhell fiends within 90
feet.
   A humanoid that touches an Underhell fiend or
sees it from within 30 feet must succeed on a DC 15
Wisdom saving throw or have disadvantage on attack
   rolls and ability checks until the humanoid can no
        longer see any fiend and is at least 30 feet away
                                                                                                                         202
                                                                         Fiends of the Underhell
                                                                unhesitatingly obey their masters’ orders, hurling
      Void Maggot                                               themselves into dangerous or even suicidal tasks when
                                                                commanded. They have little individual initiative,
      Souls who fall under the sway of the Underhell face a     which suits their fiendish masters just fine. Many
      horrifying fate. Hung up to cure like meat, these souls   maggots wear emblems or tokens to show their loyal-
      are tormented, twisted, and reshaped until virtually      ties. For most maggots, this is a large, painful brand
      nothing of the soul’s original thoughts or purpose        seared upon the chest, back, or forehead. For others,
      remains. The shattered souls take on a physical form      the signifier is an unwieldy metal yoke soldered
      shaped from the final vestiges of the soul’s sense of     around the maggot’s neck.
      self. Called “void maggots,” these broken soul-things                  Blunt Implements. No matter how
      exist only to serve other fiends. Maggots are human-                       intelligent their mortal selves may have
      oid in general shape, but bear hideous deformities                           been, void maggots are dim-witted at
      that are unique to each individual maggot. A                                   best and sometimes of remarkably
      maggot might have an oversized jaw with                                          low intelligence. Maggots are
      additional hinges, vestigial limbs jutting                                        fairly easy to trick, but the condi-
      from its spine or hips, or blunt stubs where                                       tioning instilled in them during
      its fingers or facial features used to                                             their creation renders them
      be. In addition to these deformities,                                             immune to effects that would
      maggots are badly scarred from their                                                 charm them. Maggots are also
      tortures at the hands of the fiends                                                    nearly fearless and undertake
      that shaped them. A maggot might                                                       their commanded tasks with
      be recognizable as the mortal                                                          a stubborn tenacity, even in
      it once was, but those who                                                             the face of overwhelming
      seek a spark of former                                                                opposition.
      friendship or kindness                                                                      Raucous Mobs. Almost
      find none; a maggot                                                                        never encountered alone,
      is little more than                                                                          void maggots normally
      a tool, a blunt                                                                               appear in large groups.
      instrument to                                                                                  Fiends hurl maggots
      enact                                                                                           in large numbers
      the will                                                                                         to assault fortifica-
      of its                                                                                            tions, hunt down
      fiendish masters.                                                                                  fleeing victims, or
         Void maggots                                                                                    even to engineer
      stand outside                                                                                     a distraction for
      and beneath the                                                                                  more important
      standard circles                                                                                endeavors. Shrieking
      of fiends, as they                                                                            and roaring, a mob of
      did not arise from                                                                           maggots surges forward,
      beings native to the                                                                       individual members claw-
      Underhell. They generally                                                              ing at one another in their
      began existence as mortals                                                        haste to serve their masters’ goals.
      and retain some small sliver                                                Maggots encountered singly or in
      of mortal soul in their psyche. Like                               pairs are likely to be survivors of an ill-fated
      most fiends, however, maggots are                           mob, but might also be members of a group that
      divided into ranks based on their                         became lost or separated from the larger host. In any
      temperament and power. Observers                          case, maggots are distinctly uncomfortable when out
      have identified three primary ranks of                    of earshot of their masters or other maggots and are
      void maggots, though others may exist.                    more prone to lash out with violence at the slightest
         Loyal Servants. Void maggots exist to serve and        provocation.
      are, in essence, a “zero circle” in the hierarchy of
      fiends. They obey the whims of higher-circle fiends,
      and even the weakest gryllus might have several
      maggots to do its bidding. Maggots instinctively and
203
        Fiends of the Underhell
      Legion Traits
         Void maggots aren’t normally reco
                                                 gnized as members of any legion;
        their masters, not to any particula                                               their loyalty is to
                                                r group. The statblocks provided repr
        encountered in nearly any circums                                                      esent maggots
                                                 tance, with the exception of those
        legion. Certain fiends of all legions                                               serv    ing the Hades
                                                 instill additional abilities into their
       along their own legion loyalties or                                                 mag      gots, to pass
                                               tactics and to make the maggots mor
       maggots not of the Hades legion don                                                     e   usef  ul. Void
                                                    ’t need to have a trait based on a legio
       have gained one, whether or not they                                                           n, but they may
                                                     directly serve that legion. All Hades
       the Eternal Warrior trait.                                                                   maggots have
           Acheron: Ghost-Colored. The mag
                                                   got is drained of color, appearing in
       gray. When not in direct sunlight, the                                                    shades of muted
                                                    maggot has advantage on Dexterit
       Dexterity saving throws.                                                                y   checks and
          Annwn: Ward against the Mundan
                                                   e. When hit by a nonmagical attack,
      use its reaction to momentarily gain                                                       the maggot can
                                                  resistance to bludgeoning, piercing
      damage from that attack. This resis                                                     ,  and    slashing
                                                tance lasts until the beginning of the
      turn.                                                                                    maggot’s next
          Cocytus: Spiteful Retaliation. The
                                                  maggot makes a spiteful attack whe
      When a creature reduces the mag                                                           n destroyed.
                                             got to 0 hit points with a melee atta
     use its reaction to make a melee atta                                               ck,    the   maggot can
                                                  ck against the attacker before it dies
         Dis: Reckless. The maggot has an                                                        .
                                                  atavistic rage like that of a caged anim
     advantage on all melee attack rolls                                                            al. It has
                                              , but all attack rolls against it have
         Gehenna: Wild Fists. The maggot                                                 adva     ntag   e.
                                                is a hulking, clumsy brute. The mag
     slam attack as a bonus action befo                                                      got can make a
                                             re it uses its action each round, but
     against it are made with advantag                                                    if it does, all attacks
                                           e until the start of its next turn.
        Hades: Eternal Warrior. The maggot
                                                    has a fiendish fortitude that allows
    blows that would fell far mightier foes                                                     it to withstand
                                                  When reduced to 0 hit points, the
    make a Constitution saving throw                                                        mag      got must
                                           with a DC of 5 + the damage taken,
    from a critical hit. On a success, the                                              unle    ss   the damage is
                                                maggot drops to 1 hit point instead.
       Lethe: Disorienting Blows. The mag
                                                  got can make a strike to disorient
    hit by the maggot’s slam attack mus                                                     its foe. A creature
                                               t succeed on a DC 13 Constitution
   have disadvantage on attack rolls                                                      savi   ng throw or
                                          and ability checks until the end of
   turn. If the maggot’s attack was a                                                the    mag     got’s next
                                          critical hit, the creature is instead
   of the maggot’s next turn.                                                       stun    ned      until the end
       Pandemonium: Magic Resistance.
                                                The maggot has advantage on savi
   spells and other magical effects.                                                       ng throws against
      Phlegethon: Incendiary Fists. The
                                               maggot ignites foes with the flames
  fists. A creature hit by the maggot’                                                      dancing on its
                                          s slam attack catches on fire. Unti
  action to douse the fire, a burning                                               l  a crea     ture takes an
                                          creature takes 3 (1d6) fire damage
  of its turns.                                                                        at  the     start of each
      Styx: Unnervingly Flexible. The mag
                                                 got’s jumping distance is tripled, it
  on Strength (Athletics) and Dexterit                                                       has advantage
                                           y (Acrobatics) checks, it does not
  and it always lands on its feet at the                                              take    falling damage,
                                            end of a fall. In addition, its moveme
 terrain as normal terrain.                                                               nt   treats difficult
     Sheol: Mage Sight. The maggot has
                                                glowing eyes that grant keen sens
 the presence of magic. It has adva                                                      es, particularly for
                                         ntage on all Wisdom (Perception)
 the presence of magic within 30 feet                                              chec   ks and can sense
                                            . It can cast the spell detect magic
expending a spell slot.                                                                 at  will without
    Tartarus: Enfeebling Ailment. The
                                            maggot’s pus-covered fists inflict
disease. A creature hit by the mag                                                    an enervating
                                        got’s slam attack must make a DC
saving throw or become diseased                                                    13   Constitution
                                        for 1 day. The disease has no effect
1 minute, the creature has disadvan                                                 for  1 minute. After
                                          tage on Strength checks, Strength
attack rolls that use Strength.                                                       savi   ng throws, and
                                                                                                                        204
                                                                    Fiends of the Underhell
                 Broken Maggot
      Souls that are nearly extinguished when being forged
      into void maggots make meager servants, yet the
      fiends have use for even these wretches. Although
      their limbs are disjointed and often broken, these
      maggots retain the stubborn will to serve that presses
      them forward. Broken maggots are often grouped into
      shambling hordes, winning only through superior
      numbers. Fiends consider broken maggots to be even
      more expendable than other types, and most fiends
      are surprised when a broken maggot survives a simple
      or straightforward assault. Broken maggots know little
      other than how to surge ahead and smash things apart
      with their fists.
                                                                                                     creature to 0 hit
                                                                 Surge Forward. When it reduces a
                                                                                                        , the maggot can
      Broken M     aggot
             tral evil
                                                                 points with a melee attack on
                                                                 use a bonus action to take the
                                                                                               its
                                                                                                Das
                                                                                                   turn
                                                                                                     h acti on.
      Medium fiend, neu
      Armor Class 12 (natural armor)
                                                                 Actions
                                                                                                     hit, reach 5 ft., one
                                                                 Slam. Melee Weapon Attack: +3 to
      Hit Points 38 (7d8 + 7)                                                                      ing damage.
                                                                 target. Hit: 4 (1d6 + 1) bludgeon
      Speed 25 ft.
                           CON       INT       WIS       CHA
        STR       DEX
                          12 (+1)   5 (–3)    8 (–1)    6 (–2)
       13 (+1)   8 (–1)
205
         Fiends of the Underhell
                          206
Fiends of the Underhell
               Howling Maggot
       For many souls, the pain of transformation into a
       void maggot never ends, even after being returned           This howling, distorted humanoid has wounds and
       to a physical body. These maggots howl and roar in          scars all over its body. Its muscled arms end in
       ceaseless agony, obtaining relief only through bloody       heavy, bloody fists.
       combat. They eagerly follow their masters’ orders to
       attack, even when injured or dramatically outnum-
       bered. Most howling maggots have distended mouths
       or torn jaws from their endless howling. Although
       they might dampen their wails to feeble hoots when
       directly commanded by their masters, howling mag-
       gots are never truly silent (which means that in quiet
       areas their locations can always be deduced from the
       noise they make). Howling maggots tend to make
       good guards, as their terrible howls increase in volume
       when they detect intruders. Other maggots that hear
       this howling come loping forward, eager for a fight,
       and anyone that encounters a howling maggot guard
       can be quickly overwhelmed by a horde of shrieking
       enemies.
207
         Fiends of the Underhell
                          208
Fiends of the Underhell
               Simpering Maggot
      The most powerful void maggots come from those
      mortals that retain a shred of intelligence throughout
      the horrifying reforging process. These maggots are
      still mentally broken down to become subservient
      creatures, but they can plan ahead better than other
      maggots and can learn from their experiences. Despite
      their greater intellect and power, they constantly fawn
      for their masters’ favor and compete against each
      other for their master’s scraps or compliments. Some
      fiends use simpering maggots to lead other teams of
      lesser maggots in endeavors that require a modicum
      of tactical thinking, while others deploy mobs made
      entirely of simpering maggots for missions that re-
      quire greater stealth or flexible planning. Many fiends
      won’t use simpering maggots at all, however, as they
      find the incessant groveling irritating.
209
         Fiends of the Underhell
                          210
Fiends of the Underhell
                                                                considers itself to be a noble creature of the high-
      First Circle:                                             est order. They measure themselves against other
                                                                grylluses in a byzantine ranking of personal politics.
      Gryllus                                                   Grylluses consider themselves to be clever conversa-
                                                                tionalists with enviable wit, but for these dim-wit-
      Repulsive, scheming monsters, grylluses occupy            ted creatures, their “cunning bon mots” are merely
      the lowest circle of true fiends in the Underhell yet     blunt insults and their “sophisticated wit” is nothing
      consider themselves to be aristocrats and gourmands.      more than mean-spirited pranks. Ceaseless gluttons,
      A gryllus resembles an unnatural union between a          grylluses purport to have a refined palate but instead
      bloated humanoid and a wingless bird, with over-          merely gobble up any food or drink put before them
      sized legs and short arms with tiny hands. A gryllus      while smacking their lips and muttering about “fra-
      always walks with a stoop, its enormous, toothy face      grant notes” and “exquisite piquancy.”
      thrust grotesquely forward. Gyrlluses wear eclec-            A Head for Fashion. Grylluses prefer to clothe
      tic clothing and accessories, including a life-sized      themselves in what they consider to be high fashion,
      human head made of brass (or sometimes other              favoring bright colors and exotic fabrics jumbled
      materials) atop their hunched backs. In combat,           together. The one piece of fashion that all grylluses
      they rely on their magical abilities and supernatural,    wear is a human-sized brass head across the stump
      barking shouts. Grylluses pretend to sophistication       of their back. They secure this bronze head to their
      and intelligence, but they are merely vicious, brute      back with an elaborate series of straps and trusses to
      bullies who inflict cruelties out of maliciousness and    ensure it stays in place and rises above the gryllus,
      their deep insecurities.                                  making the creature seem taller. These heads are
         Outsized Egos. Grylluses are lower than all other      carved with noble, heroic humanoid features, and
      fiends in station as well as size; even with the height   they often bear a serious or dour expression. When
      added by their brass heads, a gryllus is rarely as tall   grylluses need to interact with others in a diplomatic
      as an adult human. Their ego vastly outstrips their       way, they prefer to draw a cloak over their deformed
      physical size, however, and even the lowliest gryllus     faces and pretend that the brass head is doing
211
        Fiends of the Underhell
the speaking. This ruse is ridicu-
lously easy to spot, as the mouth           Legion Traits
of the brass head doesn’t move and             Every gryllus belongs to one of the
                                                                                     fiendish legions, and
the speaking plainly comes from               the creatures argue endlessly abo
                                                                                   ut which is superior in
the gryllus’s covered face, but the           refinement, leadership, and sophistic
                                                                                         ation. Each gryllus
best way to enrage the gryllus is             has a specific trait matching the legio
                                                                                         n it belongs to
to call out this ploy as a sham.              (see below).
Although grylluses are jealously                 Acheron: Rot-skin. The gryllus emit
                                                                                         s a horrid stench
possessive of their brass heads,             of decay. Any creature other than
                                                                                  a fiend that starts its
they are constantly on the lookout           turn within 10 feet of the gryllus mus
                                                                                       t succeed on a DC
for one with greater gravitas or             13 Constitution saving throw or be
                                                                                    poisoned until the
more noble features. They plunder            start of its next turn. On a successf
                                                                                   ul saving throw, the
museums and churches, lopping               creature is immune to the gryllus’s
                                                                                    stench for 24 hours.
heads from the statues of saints                Annwn: Unnatural Vitality. The gryll
                                                                                         us can innately
or rulers to upgrade the head they          cast false life at will.
wear.                                           Cocytus: Rolling Echoes. The gryll
                                                                                     us’s bark carries
                                            spiteful echoes. The gryllus can trigg
                                                                                      er these echoes
                                           as a bonus action on its turn after
                                                                                 it uses its bark. Each
                                           creature that succeeded on a savi
                                                                                 ng throw to avoid
                                           being knocked prone by the gryllus’s
                                                                                       bark takes 4 (1d8)
                                           thunder damage.
                                               Dis: Disturbing Demeanor. The gryll
                                                                                        us can innately
                                          cast bane once per day.
                                               Gehenna: Brutish. Few grylluses join
                                                                                         this legion;
                                          those that do can innately cast enla
                                                                                  rge/reduce at will.
                                              Hades: Ward of Pride. The gryllus
                                                                                    can innately cast
                                          shield of faith three times per day.
                                              Lethe: Hard Fall. A creature knocked
                                                                                         prone by the
                                         gryllus’s bark has trouble recoverin
                                                                                 g its feet and must
                                         spend all its movement, rather than
                                                                                  half its movement,
                                         to stand up.
                                             Pandemonium: Supercilious. The
                                                                                   gryllus’s force of
                                         personality is supernaturally bolstere
                                                                                   d and it knows far-
                                        reaching magic. The gryllus has adva
                                                                                   ntage on Charisma
                                        checks and Charisma saving throws
                                                                                  and it innately
                                        knows the eldritch blast cantrip with
                                                                                  a range of 300 feet.
                                        Its caster level is 1st.
                                            Phlegethon: Fire Finger. The gryllus
                                                                                     can innately cast
                                       scorching ray once per day.
                                           Sheol: Mind Reader. The gryllus can
                                                                                      innately cast
                                       detect thoughts three times per day.
                                           Styx: Cloak of Air. The gryllus can
                                                                                 innately cast fly
                                       once per day.
                                           Tartarus: Envenomed Bite. The gryll
                                                                                    us has a
                                      poisonous bite and drools a sickly
                                                                              green venom. A
                                      creature hit by the gryllus’s bite mus
                                                                                t succeed on a
                                      DC 13 Constitution saving throw or
                                                                               be poisoned for 1
                                      minute. The target can repeat the
                                                                              saving throw at the
                                      end of each of its turns, ending the
                                                                               effect on itself with
                                      a success.
                                                                                                               212
                                                                    Fiends of the Underhell
                  Preening Gryllus
        The lowest class of gryllus are those that have few         This horridly deformed creature walks on thick
        minions and no prestige among their kin. These              human legs sprouting from the side of an arched
        grylluses attempt to remedy this lack with increased        torso. Its face is a toothy maw beneath piggish eyes.
        attention to their appearance. They wear the most           The creature is draped in a bizarre collection of fine
        opulent clothing they can find, even if it’s torn or        fabrics, beneath a brass humanoid head strapped to
        bloodstained. Preening grylluses possess less power         its humped back.
        and less magic than grylluses of higher castes, and
        they are acutely aware of their deficiencies. This leads
        them to plan particularly inventive atrocities in the
        hopes of gaining more attention and higher status,
        but their plans often go awry due to their lack of fore-
        sight and poor impulse control. Their furious rages at
        their own failure to advance make preening grylluses
        poor leaders and dangerous allies.
213
           Fiends of the Underhell
                          214
Fiends of the Underhell
                    Leering Gryllus
         The most common of grylluses, leering grylluses seek
         position and power just as vigorously as the rest of
         their kin, but also prioritize hedonistic pleasures along
         the way. They have a voracious appetite for rare wines,
         fine food, and powerful drugs, which they consume
         almost as quickly as they can get them.
215
            Fiends of the Underhell
                          216
Fiends of the Underhell
                  Shining Gryllus
      As a sign of their power and prestige, the most accom-
      plished grylluses keep the brass heads strapped to           This deformed figure wears clothing of white and
      their back shined to a dazzling polish. Although their       gold, as well as a life-size brass head mounted on the
      clothing is as mismatched as that of any other gryllus,      hump of its back. Its tiny arms are practically invisi-
      they prefer to wear colors of white and gold. Shining        ble beneath its draped clothing. Its hideous, toothy
      grylluses usually have bodyguards nearby, even if            face bears a smug grin.
      those “bodyguards” are lesser grylluses who would
      betray their superior in an instant. Even in their lofty
      stations above their kin, shining grylluses constantly
      scheme to acquire more prestige or the subservience
      of fiends from higher circles. Shining grylluses are
      more inclined to consider their natural faces excep-
      tionally handsome and keep them exposed when
      speaking with others. They continue this practice no
      matter how often derogatory comments about their
      appearance send them into a frothing rage.
217
         Fiends of the Underhell
                          218
Fiends of the Underhell
                                                                 do each other. Despite this internal competition,
      Second Circle:                                             underfiends are good at following orders that
                                                                 allow them to slake their bloodlust and expand the
      Underfiend                                                 amount of suffering across the planes of existence.
                                                                 Underfiends are even more powerful than their
      To many mortals, underfiends epitomize the forces of       imposing forms suggest, as they are resistant to
      the Underhell: tall, muscular humanoids with horned        ordinary weapons, can shrug off hostile magic, and
      heads, a bloodthirsty drive to slaughter, and a love of    can produce a flurry of activity on the battlefield.
      suffering. Underfiends have cloven hooves at the end       Although most underfiends prefer straightforward
      of their powerful legs and strong, clawed hands capa-      melee combat to magic or guile, each knows a few
      ble of tearing a human in half with ease. Their horrific   spells to discover hidden enemies, pursue foes, or
      faces resemble a minotaur’s skull with wide, sharp         obscure wicked activities.
      horns and a vacant, staring gaze. Underfiends are             Underfiends consider themselves soldiers first and
      ferocious combatants without any weapons, but they         foremost. They rarely waste time tempting mortals or
      prefer the skeletoys brought from the Underhell by the     engaging in the infernal politics favored by the gryl-
      fiendish legions. Most underfiends carry a skelemaul       luses and many of the Archlords. Underfiends chafe at
      enchanted specifically for their use and theirs alone;     being commanded to serve in any idle position, such
      other creatures find a claimed skelemaul unresponsive      as guard duty, though they enjoy serving as prison
      or downright hostile (page 45).                            wardens and gain a revolting delight in inventing and
         Soldiers of the Underhell. Underfiends are              practicing new techniques of torture.
      among the most numerous fiends in the Underhell,              Adaptable Evil. Creatures of insight and experi-
      and their lust for making war is legendary. Under-         ence, underfiends are hard to fool and almost never
      fiends frequently train singly and in fighting units       fall for the same trick twice. Although many focus
      to better overwhelm the defenses of the worlds             on weapons training to become better warriors, other
      their leaders designate for conquest. Though they          underfiends develop specific techniques to aid them
      may be skilled at fighting in groups, underfiends          on the battlefield, such as deception, stealth, or a
      are fractious and competitive, and strive to out-          knowledge of combat tactics.
219
        Fiends of the Underhell
                                         Legion Traits
   Scheming Servants. Each               Underfiends profess loyalty to thei
underfiend aims to improve                                                     r legions, but most keep a careful
                                         any personal advantage they could                                           eye for
its own station by earning the                                                   attain from switching legion allegianc
                                         underfiends have a special trait base                                             es. All
loyalty of lesser fiends and the                                                   d on their legion.
                                           Acheron: Withering Stench. The und
respect of greater ones. Entire-                                                     erfiend exudes a toxic stench with
                                        feet. In this area, plants that aren’t                                              in 30
ly amoral, they think nothing                                                   creatures wither and die. Any crea
                                        ends its turn in the area must succ                                           ture that
of betraying allies, destroying                                               eed on a DC 15 Constitution saving
                                        take 7 (2d6) poison damage. A crea                                             throw or
other people’s property, or                                                      ture that makes this saving throw
                                        affected by that underfiend’s With                                            cann    ot be
sabotaging relationships with                                                ering Stench for 24 hours.
others—these acts are simply               Annwn: Thickened Skin. The underfie
                                                                                      nd’s skin can turn aside nonmagical
stepping-stones in an under-           attacks. As a reaction, the underfie
                                                                              nd gains a +2 bonus to its AC agai
                                       attack from a nonmagical weapon                                              nst one
fiend’s lust for advancement.                                                that would hit it. To use this reaction
Greater fiends acknowledge             underfiend must be able to see the                                              , the
                                                                               attacker.
that underfiends make skilled             Cocytus: Retributive Swipe. The und
                                                                                    erfiend lashes out when violently stru
leaders of void maggot mobs,           The underfiend can use its reaction                                                      ck.
                                                                               to make a melee attack with its horn
and many underfiends excel at          a creature within range that it can                                               s against
                                                                            see that scores a critical hit on a fien
missions where their unique               Dis: Hollow Claws. The underfiend’s                                          d.
                                                                                    hollow claws drain blood and life ener
magical abilities and bold            from foes. A creature hit by the und                                                      gy
                                                                             erfiend’s claw must succeed on a
enthusiasm prove an advan-            Constitution saving throw or its hit                                          DC 15
                                                                            point maximum is reduced by an amo
tage. Some Archlords motivate         to the slashing damage it takes unti                                              unt equal
                                                                             l it finishes a short rest. The target
groups of underfiends they           effect reduces its hit point maximu                                             dies   if this
                                                                            m to 0.
send on tasks by hinting that            Gehenna: Pack Hunter. Underfiends
the most ruthless or successful                                                     of this legion respond to prey in grea
                                     numbers. When the underfiend uses                                                        ter
of them might earn special                                                     its Prey-Seeking Teleport, up to thre
                                     underfiends within 120 feet may use                                                 e other
favor or privileges, which                                                      their Prey-Seeking Teleport as a reac
                                     available), teleporting to a different                                               tion (if
sparks their motivation and                                                  unoccupied space within 5 feet of
                                     creature.                                                                      the hostile
encourages backstabbing both
                                         Hades: Fiendish Grit. Underfiends
subtle and overt.                                                                of this legion learn to display incredib
                                      fortitude, particularly in desperate                                                 le
                                                                             situations. The underfiend has adva
                                      Constitution checks and on Constitu                                            ntage on
                                                                               tion saving throws.
                                        Lethe: Stunning Charge. The underfie
                                                                                    nd posseses oversized horns capa
                                     of inflicting powerful attacks. If it mov                                            ble
                                                                                es at least 20 feet in a straight line
                                     hitting a creature with an attack, the                                            before
                                                                               hit creature is stunned until the end
                                     underfiend’s next turn unless it succ                                              of the
                                                                              eeds on a DC 15 Constitution savi
                                        Pandemonium: Greater Eldritch Spe                                           ng  thro  w.
                                                                                  ar. The underfiend innately knows
                                    eldritch blast cantrip with a range                                                 the
                                                                           of 500 feet. Its caster level is 5th.
                                        Phlegethon: Immolated. The underfie
                                                                                   nd is constantly on fire. It sheds brig
                                    light in a 10-foot radius and dim light                                                 ht
                                                                               for an additional 10 feet. A creature
                                    touches the underfiend or hits it with                                              that
                                                                               a melee attack while within 5 feet
                                    5 fire damage.                                                                   of it takes
                                       Sheol: Foe Sight. The underfiend has
                                                                                  green glowing eyes that grant it an
                                    unerring sense regarding its foes.
                                                                         The underfiend always knows the
                                    the nearest creature hostile to it with                                     direction of
                                                                              in 60 feet, but not its exact position
                                    underfiend can sense the presence                                                . The
                                                                            of hostile creatures that are ethereal
                                    disguised, or hidden, as well as thos                                            , invisible,
                                                                            e in plain sight.
                                      Styx: Sky Master. The underfiend
                                                                             can cast fly at will with its innate spel
                                      Tartarus: Blinding Pus. Weeping sore                                             lcasting.
                                                                                 s at the base of the underfiend’s claw
                                   inflict a magical blinding sickness                                                    s
                                                                        . If the underfiend hits a creature with
                                   attack, that creature must make a                                                its claw
                                                                          DC 15 Constitution saving throw or
                                   diseased until it finishes a long rest                                         become
                                                                          . While diseased, the creature has
                                   on Wisdom checks and Wisdom savi                                              disa dvantage
                                                                            ng throws and is blinded.
                                                                                                                            220
                                                                  Fiends of the Underhell
          Bonestrike Underfiend                                     severe among these serious soldiers. Well aware that a
                                                                    frightened foe is a less effective foe, bonestrike under-
                                                                    fiends work to instill fear into their opponents before
      Bonestrike underfiends serve as elite infantry of the         the battle starts. They order maggots and grylluses to
      fiendish invasion. Whether leading a paltry handful of        announce their presence, exaggerating their numbers
      void maggots or forming elite strike teams to spear-          and abilities so that even hardened, skeptical foes
      head an army, bonestrike underfiends are tireless war-        second-guess an upcoming engagement. They often
      riors. Bonestrike underfiends generally work together         paint arcane sigils upon their skulls to unnerve and
      better than other underfiends, and the characteristic         distract their opponents. Bonestrike underfiends earn
      infighting among underfiend units tends to be less            their name from their skill at cracking bone.
                                                                      Actions
      Bonestrike Underfiend                                           Multiattack. The underfiend makes three attacks:
      Large fiend, neutral evil
                                                                      one with its bite or horns, and two which can be with a
      Armor Class 14 (natural armor)                                  skelemaul, claw, or kick.
      Hit Points 90 (12d10 + 24)                                      Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
      Speed 30 ft.                                                    target. Hit: 12 (2d8 + 3) piercing damage.
        STR     DEX     CON          INT      WIS     CHA             Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
                                                                      target. Hit: 10 (2d6 + 3) slashing damage.
       16 (+3) 12 (+1) 15 (+2)      9 (–1)   14 (+2) 12 (+1)
                                                                      Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
      Saving Throws Con +5                                            target. Hit: 10 (2d6 + 3) piercing damage. The target
      Skills Athletics +6, Intimidation +4                            creature must succeed on a DC 14 Strength saving
      Damage Resistances cold; bludgeoning, piercing, and             throw or be knocked prone.
      slashing from nonmagical attacks                                Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one
      Damage Immunities fire                                          target. Hit: 10 (2d6 + 3) bludgeoning damage. The target
                                                                      creature must succeed on a DC 14 Strength saving
      Condition Immunities charmed, frightened
                                                                       throw or be pushed 5 feet away from the underfiend.
      Senses darkvision 60 ft., passive Perception 12
                                                                      Skelemaul. Melee Weapon Attack: +6 to hit, reach 5 ft.,
      Languages Abyssal, telepathy 120 ft.
                                                                      one target. Hit: 10 (2d6 + 3) bludgeoning damage and
      Challenge 5 (1,800 XP)                                          the skelemaul makes a Skelemaul Bite attack at the
                                                                      target.
      Bonebreaker (1/Turn). The underfiend breaks the bones
      of a creature it hits with a melee attack. The creature         Skelemaul Bite. Melee Weapon Attack: +7 to hit, reach
      must succeed on a DC 15 Constitution saving throw or            5 ft., target hit by the underfiend’s skelemaul. Cover
      its speed is halved and it has disadvantage on Strength         doesn’t apply against this attack. Hit: 4 (1d8) piercing
      and Dexterity ability checks, Strength and Dexterity            damage and a Medium or smaller target creature
      saving throws, and attack rolls that use Strength or            is grappled by the skelemaul (escape DC 13). The
      Dexterity. A creature can repeat the saving throw               skelemaul releases the grappled creature it if is used
      whenever it regains hit points, ending the effect on itself     to attack a different target. The skelemaul can be
      on a success. If a creature’s saving throw is successful        attacked and destroyed (AC 15; hp 15; vulnerability
      or the effect ends for it, the creature is immune to that        to bludgeoning damage; immunity to fire and poison
      underfiend’s Bonebreaker trait for the next 24 hours.            damage).
       Creatures without an internal skeleton or an exoskeleton        Prey-Seeking Teleport (1/Day). The underfiend magically
       are immune to this effect.                                      teleports, along with any equipment it is wearing
       Innate Spellcasting. The underfiend’s spellcasting ability      or carrying, up to 120 feet to an unoccupied space
       is Wisdom (spell save DC 13, +5 to hit with spell attacks).     adjacent to a hostile creature it can see.
       The underfiend can innately cast the following spells,
       requiring no material components.
       At will: detect magic, magic weapon, see invisibility
       1/day: fear
221
         Fiends of the Underhell
This massive, muscled humanoid has
a horned skull as a head and carries a
reinforced spinal column as a weapon.
                                                                   222
                                         Fiends of the Underhell
              Flesheater Underfiend                                   cruel or brutal than other fiends, their spontaneous
                                                                      cannibalism gives them a grim reputation. Rumors
                                                                      among fiends—and particularly among the loqua-
         Flesheater underfiends engage in gruesome ritual eat-        cious grylluses—insist that flesheater underfiends are
         ing of the dead, and often do so while in the middle         unreliable allies because they kill and eat other fiends
         of battle to unnerve the allies of fallen victims. With      when the Archlords aren’t paying attention. Flesheater
         a mouth and chest caked with dried blood and gore,           underfiends don’t respond to these accusations other
         the horrid diet of the flesheater underfiend is impos-       than to lick their lips hungrily.
         sible to hide. Although these underfiends are no more
223
            Fiends of the Underhell
Dried blood cakes the skull-like jaw and
chest of this muscular, horned humanoid.
Its tongue lolls grotesquely from its mouth.
                                                                         224
                                               Fiends of the Underhell
               Skincloak Underfiend                                    leaving the skincloak underfiend covered in tattered
                                                                       flaps of mundane skin. However, as skincloak under-
                                                                       fiends are among the most sturdy and powerful of the
          With their towering, muscular forms, skeletal mauls,         underfiends, their flesh facade is frequently enough
          and skull-like faces, underfiends are rarely expected to     to get them past guards or front lines, where they can
          be subtle or sneaky combatants. Skincloak underfiends        revel in the slaughter of the innocent and unprepared.
          are no less vicious than their kin, but they possess         Experienced in psychological warfare as much as phys-
          the supernatural ability to tear the flesh from their        ical warfare, skincloak underfiends earn their name not
          humanoid foes and wear it as a disguise. This ploy           only for their magical ability, but for their preference
          rarely works for long, as underfiends do not have a flair    for tearing apart their victims to make them unrecog-
          for deception and the magical disguise fades quickly,        nizable to their friends and family.
       Skincloak Underfiend                                            Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
                                                                       target. Hit: 14 (2d10 + 3) piercing damage. The target
       Large fiend (shapechanger), neutral evil                        creature must succeed on a DC 15 Strength saving
                                                                       throw or be knocked prone.
       Armor Class 17 (natural armor)
       Hit Points 136 (16d10 + 48)                                     Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one
                                                                       target. Hit: 12 (2d8 + 3) bludgeoning damage. The target
       Speed 30 ft.
                                                                       creature must succeed on a DC 15 Strength saving
         STR     DEX     CON     INT     WIS     CHA                   throw or be pushed 5 feet away from the underfiend.
        17 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2)                Skelemaul. Melee Weapon Attack: +7 to hit, reach 5 ft.,
                                                                       one target. Hit: 10 (2d6 + 3) bludgeoning damage and
      Saving Throws Con +7
                                                                      the skelemaul makes a Skelemaul Bite.
      Skills Athletics +7, Deception +6, Intimidation +6
                                                                      Skelemaul Bite. Melee Weapon Attack: +7 to hit, reach
      Damage Resistances cold; bludgeoning, piercing, and
                                                                      5 ft., target hit by the underfiend’s skelemaul. Cover
      slashing from nonmagical attacks                                doesn’t apply against this attack. Hit: 4 (1d8) piercing
      Damage Immunities fire                                          damage and a Medium or smaller target creature
      Condition Immunities charmed, frightened                        is grappled by the skelemaul (escape DC 13). The
      Senses darkvision 60 ft., passive Perception 12                 skelemaul releases the grappled creature it if is used
                                                                      to attack a different target. The skelemaul can be
      Languages Abyssal, telepathy 120 ft.
                                                                      attacked and destroyed (AC 15; hp 15; vulnerability
      Challenge 9 (5,000 XP)                                          to bludgeoning damage; immunity to fire and poison
                                                                      damage).
      Innate Spellcasting. The underfiend’s spellcasting ability
      is Wisdom (spell save DC 14, +6 to hit with spell attacks).      Flesh Facade. The underfiend magically tears free the
      The underfiend can innately cast the following spells,          flesh of a dead Medium or Large humanoid within 5
      requiring no material components.                               feet of it and polymorphs itself into the creature. The
                                                                      humanoid must have been dead for less than 1 day, and
      At will: detect magic, detect thoughts
                                                                      cannot already have been used for an underfiend’s Flesh
      1/day: dispel magic, fear                                       Facade ability. The underfiend’s statistics, other than its
                                                                      size, are the same in the new form. Any equipment it is
      Actions                                                         carrying or wearing isn’t transformed. The underfiend
      Multiattack. The underfiend makes four attacks: one             reverts to its true form after 10 minutes, or if it dies.
      with its bite or horns, and three which can be with a           Prey-Seeking Teleport (1/Day). The underfiend magically
      skelemaul, claw, or kick.                                       teleports, along with any equipment it is wearing
      Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one          or carrying, up to 120 feet to an unoccupied space
      target. Hit: 12 (2d8 + 3) piercing damage.                      adjacent to a hostile creature it can see.
      Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
      target. Hit: 10 (2d6 + 3) slashing damage.
225
            Fiends of the Underhell
This towering humanoid has a
horned skull for a head and sharp
hooves for feet. Long strips of
bloody skin stick to its muscled
arms and legs.
                                                                                                      226
                                                                            Fiends of the Underhell
      Third Circle:
      Cacodaemon
      Primordial spirits of terror and chaos, cacodaemons
      are rare among the endless hordes of the Underhell,
      typically encountered alone or in groups no larger
      than pairs. Their power and third-circle rank entitle
      them to command over groups of weaker fiends, who
      they frequently set against each other for their own
      amusement when they lack mortals to torment. In
      combat, most lesser fiends are happy to see a caco-
      daemon perish to avoid suffering under its wanton
      moods, and as a result they tend to focus their attacks
      on foes who are not directly attacking the cacodae-
      mon.
        Cacodaemons use magic to terrorize and scatter en-
      emy armies. They favor spells that affect a large area,
      the more destructive, the better.
227
        Fiends of the Underhell
      Legion Traits
        Each cacodaemon gains a trait from
                                                  the legion it follows, as listed below.
          Acheron: Despair (1/Turn). When
                                                 the cacodaemon uses the Dodge acti
       an area of darkness, a 10-foot cub                                                     on in
                                              e centered on the cacodaemon beco
       pool of gloom (page 128).                                                           mes a
          In addition, when the cacodaemon
                                                   damages a creature, the target mus
       succeed on a DC 15 Constitution savi                                                   t
                                                  ng throw or gain 1 level of exhaustio
       Once a creature fails on this saving                                                  n.
                                               throw against the cacodaemon’s Des
       effect, it becomes immune to that                                                    pair
                                              cacodaemon’s Despair effect for the
      24 hours.                                                                            next
         Annwn: Invulnerability. As a reaction
                                                      to taking bludgeoning, piercing, and
      slashing damage from a nonmagical
                                                attack, the cacodaemon gains imm
      to the damage from that attack.                                                      unity
         Cocytus: Death Blast. When the caco
                                                     daemon is reduced to 0 hit points,
     it dies and explodes. Each creature
                                              within 20 feet of it must make a DC
     Dexterity saving throw, taking 21 (6d6                                               15
                                                  ) fire damage on a failed save, or half
     much damage on a successful one                                                            as
                                            .
         Dis: Aura of Decay. The cacodaemon
                                                     emanates an aura that drains the
     of certain nearby creatures. Each                                                      life
                                           non-construct, non-fiend, and non
    creature that starts its turn within                                            -undead
                                           90 feet of the cacodaemon that can
    takes 5 (2d4) necrotic damage and                                                  see it
                                              must succeed on a DC 15 Constitu
    saving throw or its hit point maximu                                               tion
                                             m is reduced by an amount equal
    the necrotic damage it takes until                                                to
                                          it finishes a long rest. If this reduces
    creature’s hit point maximum to 0,                                                 a
                                            it dies.
        Gehenna: Thick Hide. The cacodae
                                               mon is covered in armor plates and
   a +2 bonus to its Armor Class.                                                          has
       Hades: Pack Spells. Each enemy of
                                                the cacodaemon within 5 feet of an
   ally of the cacodaemon that isn’t inca
                                               pacitated has disadvantage on savi
   throws against the cacodaemon’s                                                        ng
                                          spells.
       Lethe: Disorienting Spells. Wheneve
                                                r a creature fails on its saving thro
  against one of the cacodaemon’s                                                         w
                                         spell, it can’t take reactions or bon
  actions until the start of the cacodae                                          us
                                             mon’s next turn.
      Pandemonium: Soaring Spells. The
                                               range of any spell the cacodaemon
  casts is tripled.
      Phlegethon: Weeping Hellfire. The
                                              cacodaemon weeps hellfire from its
  many eyes and mouth. A 10-foot-wide
                                               trail of hellfire forms on the ground
  below it as it moves. A creature that
                                           starts its turn in the hellfire or ente
 hellfire for the first time on its turn                                             rs the
                                         takes 2 (1d4) fire damage and 2 (1d4
 necrotic damage.                                                                      )
     Sheol: Lifesense. The cacodaemon
                                              knows the current hit points and
 damage immunities, resistances,
                                       and vulnerabilities of each creature
 see.                                                                             it can
    Styx: Fiendish Speed. The cacodae
                                             mon’s flying speed is increased by
feet.                                                                                  30
    Tartarus: Underhell Contamination.
                                              The cacodaemon exposes any crea
that it bites or that damages it with                                                    ture
                                         a melee weapon to writhing flesh (pag
125; save DC 15). Any creature that                                                    e
                                          fails a save against one of its spells
afflicted with soul seepage (page 123                                                is
                                           ).
                                                                                                      228
                                                        Fiends of the Underhell
            Rampant Cacodaemon
        A rampant cacodaemon is an unrestrained force of
        destruction that revels in watching others run in fear.     This towering abomination resembles little more
        The most common and least potent of cacodaemons,            than a flying fanged mouth below leering eyes. Its
        they are nonetheless extremely dangerous magic-users        red hide emanates palpable heat, causing the air
        and deadly artillery on the battlefield. Grylluses flock    above it to waver visibly.
        to serve less-potent and easily-distracted rampant
        cacodaemons, hoping to learn their magical secrets
        and eventually become cacodaemons themselves.
           Although rampant cacodaemons are cunning
        strategists, they like to attempt risky maneuvers to
        see if they can pull them off, prioritizing the enter-
        tainment value of an engagement just as highly as
        progress toward strategic goals. These cacodaemons
        are also intensely curious about mortal magic and
        might disregard more useful prizes in order to capture
        practitioners or records of powerful and distinctive
        discoveries.
229
           Fiends of the Underhell
                          230
Fiends of the Underhell
              Cackling Cacodaemon
          A cackling cacodaemon chafes in the presences of its       This towering abomination resembles little more
          peers, so it seeks out bands of weaker fiends to bully     than a flying, fanged mouth below leering eyes. Glint-
          into serving it at all times, including as its shields     ing, sparking spines protrude from the quivering hide
          in battle. Cackling cacodaemons also often take the        on its barrel-sized cheeks.
          initiative to consult with Archlords and other potent
          fiends, so a cackling cacodaemon might well be an
          adviser, court mage, or jester to an even worse fiend.
             When expecting battle, cackling cacodaemons tend
          to favor void maggot minions they can use as laborers
          or performers, alongside one or a few underfiend
          bodyguards. They have a fondness for tormenting
          grylluses in what they consider to be amusing ways,
          including forcing them to face too-powerful adver-
          saries, so grylluses avoid these sort of cacodaemons
          whenever possible.
231
             Fiends of the Underhell
                          232
Fiends of the Underhell
                 Shrieking Cacodaemon                                         When a mortal dares challenge a shrieking caco-
                                                                           daemon in melee or the cacodaemon wants to loose
                                                                           a devastating surprise attack, it can force its soul into
             A shrieking cacodaemon most often serves as leader            the body of a mortal creature. It can be surprisingly
             of an elite squad of shock troops deployed at the             clever about impersonating its victim when it knows
             personal command of an Archlord or other unique               the strategic stakes are high, but most of the time it
             fiend, sowing chaos to make the attacks of its allies         maintains its habitual silence until it is in position
             all the deadlier. Although they are eerily quiet outside      to lay waste to all the mortals nearby. The shrieking
             combat, once engaged, shrieking cacodaemons loose             cacodaemon knows its control is easier to break than
             resounding battle cries that echo for miles. The              a ghost’s possession, such as by damaging the host,
             unearthly sound draws fiends from far away eager to           so it favors possessing targets with effective ranged
             watch the carnage.                                            attacks that can stay far away from allies.
233
                Fiends of the Underhell
This towering abomination resembles little more than
a flying, fanged mouth below leering eyes. Smoke
flecked with glowing embers billows from its shriek-
ing mouth and frost glints on its spiny cheeks.
                                                                                 234
                                                       Fiends of the Underhell
      Fourth-Circle
      Fiends
      In the Underhell, the very rare and dangerous               encountered so rarely that some believe each one
      fourth-circle fiends form the cabals that lead entire le-   to be a unique fiend; for example, scholars debate
      gions. Some invasions, usually small or localized, have     whether there is one Cendiary or if this is a whole
      only one fourth-circle fiend as a vanguard general          kind of fiends, each devastatingly potent.
      representing the interests of an Archlord. Larger-scale
      invasions might feature several, each deployed to
      different high-stakes objectives.
         Fourth-circle fiends are cunning and more danger-
      ous than all but the rarest mortals. Confident in their
      potency, they have little fear of individual mortals.
         Fiends of the fourth circle are far more varied than
      those of lower circles. These creatures have unlocked
      some of the secrets of true power through their
      legions. Their budding power allows each of these
      fiends to take on a specialized form to more precisely
      reflect the evil that they are.
         Rarely are multiple fourth-circle fiends encountered
      at the same time, though an individual fiend might
      command dozens, hundreds, or even thousands of
      lesser fiends. These paragons of fiendishness are each
235
        Fiends of the Underhell
      Legion Traits
        Each fourth-circle fiend gains a trait
                                                   from the legion it leads, as listed belo
          Acheron: Stench of Death. Every surf                                                   w.
                                                       ace the fiend touches exudes Ach
       rot poison (page 129) until the fien                                                     eron
                                               d is slain or banished. Any creature
       starts its turn within 5 feet of the fien                                          that
                                                   d is exposed to the poison.
          Annwn: Invulnerability. The fiend
                                                  has immunity to bludgeoning, pier
       slashing damage from nonmagical                                                   cing, and
                                               attacks.
          Cocytus: Death Curse. When the fien
                                                      d is reduced to 0 hit points, it dies
      and curses all non-fiends within 90
                                                feet. Each target must succeed on
      17 Wisdom saving throw or take 21                                                  a DC
                                                (6d6) necrotic damage and its hit
      maximum is reduced by the damage                                                 poin    t
                                                  it takes until the target benefits from
      remove curse spell or similar magic.                                                     a
                                                 The hit point maximum can’t be rest
      magic until the curse is broken.                                                      ored by
         Dis: Aura of Decay. The fiend ema
                                                 nates an aura that drains the life of
     creatures, sometimes at an unbeliev                                                   nearby
                                                able distance. When a creature othe
     a construct, fiend, or undead finis                                                    r than
                                            hes a short or long rest within 6 mile
     fiend or when such a creature star                                                s of   the
                                            ts its turn within 120 feet of the fien
     succeed on a DC 17 Constitution savi                                             d,   it  must
                                                 ng throw or gain 1 level of exhaustio
        Gehenna: Promotion (1/Day). As an                                                   n.
                                                   action, the fiend transforms a gryll
    can see within 90 feet into a bonestr                                                   us it
                                               ike underfiend (page 221).
        Hades: Pack Ferocity (1/Turn). The
                                                  fiend deals an additional 7 (2d6) dam
    to a creature it hits with an attack                                                        age
                                           if at least one of the fiend’s allies is
   feet of the creature and the ally isn’t                                           within 5
                                               incapacitated.
        Lethe: Stunning Strike (1/Turn). Whe
                                                    n the fiend hits a creature and didn
   have disadvantage on the attack roll,                                                      ’t
                                                or causes a creature to fail a saving
   that didn’t have advantage, that crea                                                   thro   w
                                               ture must make a DC 17 Constitution
   saving throw. On a failed save, it is
                                           stunned until the end of the fiend’s
  On a successful save, it is stunned                                                 next turn.
                                           until the start of its own turn.
       Pandemonium: Innate Spellcasting
                                                . The fiend’s spellcasting ability is
  the highest among its Intelligence,
                                           Wisdom, and Charisma; regardless
  spellcasting ability modifier, it uses                                             of its
                                            spell save DC 17 and has +9 to hit
  spells. The fiend can innately cast                                                with
                                          the following spells, requiring no mat
  components.                                                                         erial
     At will: dispel magic, identify, fireb
                                             all
    1/day each: circle of death (range
                                            450 feet), dream, scrying
    Phlegethon: Hellfire Aura. At the star
                                                 t of each of the fiend’s turns, each
  non-fiend creature within 5 feet of
                                         it takes 7 (2d6) fire damage, and flam
 objects in the aura that aren’t bein                                                 mable
                                         g worn or carried ignite. A creature
 touches the fiend or hits it with a mele                                         that
                                              e attack while within 5 feet of it take
 (2d6) fire damage.                                                                      s7
    Sheol: Truesight. The fiend has true
                                              sight to a radius of 90 feet and know
 current hit points and damage imm                                                       s the
                                         unities, resistances, and vulnerab
 each creature it can see.                                                      ilitie s of
   Styx: Soar Between Spaces. The fien
                                               d gains a flying speed of 30 feet and
can use its action to teleport to any                                                     it
                                         unoccupied location it can see with
feet.                                                                              in 120
   Tartarus: Nether Breath (1/Turn).
                                          When the fiend hits with a weapon
or causes a creature to fail a saving                                              attack
                                         throw against its spell, the creature
succeed on a DC 17 Constitution savi                                               must
                                           ng throw or take 10 (3d6) poison dam
                                                                                         age.
                                                                                                       236
                                                              Fiends of the Underhell
                          Bellatrix
       The first bellatrix shaped her visage to something she
       believed would be pleasing to mortal eyes in order            This large, sinuous creature has a lithe and gaunt
       to trick or beguile them. Failing in this, she became         body, hooves, and claws the size of spades. Down
       a horrific abomination whose presence horrifies and           her back, a worm-like ridge culminates in a long,
       repulses those who encounter her. When a fiend be-            barbed tail. More hideous still is that in place of a
       comes a bellatrix, she becomes a quick and fearsome           head, atop a spiked collar, rises the torso of a woman
       monster, one that roams the country side like a wolf          like a puppet made from a perfect corpse. Pale and
       able to move with incredible speed and travel long            beautiful as a statue, the partial body bears no head
                                                                     nor limbs of its own, but rather staring eyes where
       distances. A bellatrix kills beasts, humanoids, and
                                                                     the stumps terminate.
       any other lesser creatures alike that are unfortunate
       enough or slow enough to be caught in the clutches
       of her terrible claws.
         For maximum effectiveness, a bellatrix prefers to
       regroup with nearby fiends before striking at an im-
       portant or dangerous target.
         Legions. Bellatrix fiends typically serve as generals
       of the Annwn, Dis, Gehenna, and Sheol legions.
237
          Fiends of the Underhell
                          238
Fiends of the Underhell
                         Catoblepas                                      Toxic Time Bomb. A catoblepas can rarely keep
                                                                      itself together in the mortal world for the full length
                                                                      of an invasion, as its unnatural form simply isn’t
         A catoblepas fiend is a physical embodiment of rot.          physically stable enough. This is obvious to all who
         It spreads pestilence wherever it goes, enjoying the         see the fiend, as its flesh visibly peels and its muscles
         process of living mortal flesh eroding over time. To fa-     wobble to release plumes of noxious gas that surround
         cilitate this, a catoblepas orders weaker fiends to harry,   it. When it finally falls apart completely, it unleashes
         delay, and grapple creatures within range of its Aura        a toxic wave that fills the region for miles around with
         of Pestilence while it breathes poison over them all.        poisons and diseases, quickly killing most plants and
            When a creature survives the attention of a cato-         wildlife and leaving a persistent stain on the land.
         blepas, the fiend redoubles its interest in trapping            Legions. Catoblepas fiends typically serve as gener-
         the creature. If it can, it imprisons the survivor in the    als of the Acheron, Lethe, Phlegethon, and Tartarus
         hope of tempting it to accept the power of the legion        legions.
         and become a corrupted creature (page 155).
            Wasted Lands. The catoblepas slowly crumbles
         as it moves, dropping bits of flesh and ichor behind          This monster resembles a squirming rack with
         it. This toxic residue saturates the regions it passes        a huge gaping mouth below pillars of flesh and
         through with a variety of diseases and poisons that           protruding bone spines. Its barrel-wide arms splay
         infect mortals. The poisons and diseases described            sideways and its long, hooved legs struggle to heave
         in Ravaged Lands starting on page 122 appear more             its ungainly bulk forward.
         and more often where the catoblepas has passed
         until the catoblepas is slain, which allows the land to
         recover.
                                                                      Actions
      Catoblepas                                                      Multiattack. The catoblepas makes three attacks: one to
      Huge fiend, neutral evil                                        bite and either two with its claws or two with its hooves.
      Armor Class 16 (natural armor)                                  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
      Hit Points 161 (14d12 + 70)                                     target. Hit: 9 (2d4 + 4) piercing damage and 11 (2d10)
      Speed 25 ft.                                                    poison damage. The target must succeed on a DC 17
                                                                      Constitution saving throw or become poisoned for 1
        STR     DEX     CON           INT      WIS     CHA            minute. At the end of each of the poisoned creature’s
       19 (+4) 10 (+0) 20 (+5)       9 (–1)   18 (+4) 12 (+1)         turns, it must make another Constitution saving throw,
                                                                      taking 11 (2d10) poison damage on a failed save, or
      Skills Perception +8                                            ending the condition on itself on a successful one.
      Damage Vulnerabilities fire
                                                                      Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
      Damage Resistances acid, necrotic; bludgeoning, pierc-          target. Hit: 14 (3d6 + 4) slashing damage and the target
      ing, and slashing from nonmagical attacks                       is pushed up to 5 feet in the direction of the catoblepas’s
      Damage Immunities poison                                        choice.
      Condition Immunities exhaustion, poisoned                       Hoof. Melee Weapon Attack: +8 to hit, reach 10 ft., one
      Senses darkvision 120 ft., passive Perception 18                target. Hit: 13 (2d8 + 4) bludgeoning damage and the
      Languages Abyssal, Infernal, telepathy 120 ft.                  target must succeed on a DC 16 Strength saving throw
                                                                      or be knocked prone.
      Challenge 11 (7,200 XP)
                                                                       Poison Breath (Recharge 5–6). The catoblepas breathes
       Aura of Pestilence. Whenever a creature starts its              poison in a 60-foot cone. Each creature in the area must
       turn within 120 feet of the catoblepas, it is exposed to        make a DC 17 Constitution saving throw, taking 44
       writhing flesh (page 125; save DC 17).                          (8d10) poison damage on a failed save, or half as much
                                                                       damage on a successful one.
       Magic Resistance. The catoblepas has advantage on
       saving throws against spells and other magical effects.
       Magic Weapons. The catoblepas’s weapon attacks are
       magical.
239
            Fiends of the Underhell
                          240
Fiends of the Underhell
                             Cendiary                                   Endless Arson. Hellfire pours from the cendiary
                                                                     as it rolls, igniting anything it touches and providing
                                                                     a shimmering nimbus around it. This hellfire harms
            The cendiary takes the form of a great fiery wheel       neither the cendiary’s rune-marked stone nor its flesh
            made of thick, rune-carved stone in which demon-         engines nor any nearby fiends. Since things of the
            ic arms and legs constantly appear and disappear,        mortal world share no such invulnerability, the cendi-
            propelling the wheel forward. When these limbs don’t     ary leaves a trail of wildfires and ruin in its wake.
            retreat within the wheel quickly enough, they are           Constant Motion. The cendiary never stays in
            pulverized beneath the cendiary’s rolling weight, but    one place for long, rolling back and forth over the
            the cendiary seems to feel no pain or concern at this    same scorched piece of ground if it needs to speak
            loss and simply generates more appendages to push        to others. Its communications are always disjointed,
            itself forward.                                          as its thought processes are several iterations ahead.
241
              Fiends of the Underhell
The cendiary is impulsive and darts off whenever a
                                                        This massive stone wheel is alight with
thought enters its head.
                                                        flickering flames and carved with many runes.
  Legions. The cendiary typically leads fiends of the   Fiendish claws, hooves, and blank faces appear
Phlegethon legion, or sometimes of the Acheron,         within its center, pushing the great wheel along
Lethe, or Tartarus legions.                             with inhuman vigor.
                                                                                                           242
                                                                 Fiends of the Underhell
                              Gadarene                                      It moves to herd victims into waiting ambushes of
                                                                            fiends, especially bloodthirsty maggots led by disci-
                                                                            plined underfiends.
             Nearly matching the magical might of lesser Archlo-               Silenced Lands. A gadarene loping about during
             rds in some ways, the dreaded gadarene exudes the              an invasion quickly empties miles-wide regions of
             palpable presence of final death. Merely glimpsing or          dogs, cats, herds of cattle, flocks of birds, even fish
             hearing its movements fills all living things with exis-       and insects. It leaves only a quivering silence or
             tential terror. The gadarene is not just a mindless force      shrieking fear in its wake.
             of despair; it is cunning about its movements to make             Legions. The typical gadarene leads fiends of the
             the most brutal use of its effect on mortal creatures.         Acheron, Hades, Lethe, and Dis legions.
243
                Fiends of the Underhell
This vaguely humanoid, boar-like mon-
ster walks on two forelegs and swings
two 10-foot-long arms above its strange
head about where the giant creature’s gut
should be.
                                                                      244
                                            Fiends of the Underhell
                     Hell Hound Alpha                                     into open air as easily as climbing a set of stairs—the
                                                                          hell hound alpha can emit a cone of fire from its jaws.
                                                                          Alternatively, the skulls that serve the creature for
             An implacable and swift-moving fiend, the rare hell          eyes can distend their bony jaws, revealing the raging
             hound alpha is far more cunning than a mere canine           furnace in the hell hound’s interior. This produces
             and possesses a pyromaniac’s heart. The hell hound           a dart of hellfire that pursues any creature the hell
             alpha generally resembles a monstrously large wolf in        hound has recently seen—even bending around
             its lean, quadrupedal posture. Up close, the creature        corners—and explodes in a ball of soul-killing flame.
             possesses an unusually inverted biology: its bones pro-      The hell hound enjoys watching creatures writhe in
             trude from its skin and its head is disturbingly fleshy.     its hellfire, and only fiends are safe from its incendiary
                Beast of Fire. The hell hound alpha possesses a           predilections.
             mastery of fire that few creatures can match. In ad-            Legions. The hell hound alpha usually leads a Pan-
             dition to creating a burst of fire every time it steps—      demonium, Phlegethon, or Styx legion.
             which either scorches the ground or allows it to step
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                Fiends of the Underhell
This enormous, loping canine has barbed bones pro-
truding from its flesh. Bursts of hellish fire surround
its feet and flare behind the gibbering humanoid
skulls that serve as its eyes. It never quite touches
the ground.
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                                                          Fiends of the Underhell
                           Hortator                                    it can earn on the battlefield and the more power it
                                                                       can glean over its master’s shoulder. In their ploys
                                                                       for power, no hortator can abide another near its
         Hortators are infernal drummers that inspire groups           position, as it fears its skills will no longer be vaunted
         of lesser fiends to ruin and fight with all their might.      as unique.
         The quick drumbeat resonates and quickens the pulse              Legions. A hortator typically leads Dis, Gehenna,
         of all fiends while stilling the blood of mortals. These      Hades, and Lethe invasions.
         natural leaders are never found alone. Indeed, when
         they can manage it, they prefer to march at the head          Encountering a Hortator
         of a legion of lesser fiends.                                 Hortators make their fellow fiends dramatically more
            Strategic Leaders. A hortator leads from the front         dangerous, even at a great distance. In an encounter
         only until the enemy is near, at which point it strate-       in which a hortator’s Fiendflesh Drum can be heard,
         gically holds back as its inspired minions rush forward       each other fiend has its challenge rating increased by
         to sate their bloodlust. Each of these rare fiendish          1.
         leaders knows that the most effective tactic is to let its
         lackeys shield it from enemy’s attacks.
            Jealous Generals. When not leading a major                   This large, goat-legged monster has a face that is
         invasion force, a hortator usually seeks to entertain           a caricature of madness, its features warped like a
         Archlords and other powerful patrons with songs of              tusked mask. In each hand, it holds a spinal column
         the Underhell’s most horrific wars and ego-stoking              capped with a cluster of skulls: instruments to beat
         celebrations of the patron’s own achievements. By               its terrible, flesh-wrapped drum. The more you look,
         currying favor with an Archlord, each hortator hopes            the more terrible the drum becomes, its skin that of
         to become a colonel or general or trusted adviser. The          a distorted face, stretched flat from the abdomen of
         more influence the hortator can get, the more glory             the frenzied drummer itself.
      Skills History +5, Intimidation +8                              Magic Resistance. The hortator has advantage on
                                                                      saving throws against spells and other magical effects.
      Damage Resistances fire; bludgeoning, piercing, and
      slashing from nonmagical attacks                                Actions
      Damage Immunities thunder, poison                               Multiattack. The horator makes four attacks: two with
      Condition Immunities exhaustion, poisoned                       each of its skelemallets.
      Senses darkvision 120 ft., passive Perception 12                Skelemallet. Melee Weapon Attack: +9 to hit, reach 5 ft.,
      Languages Abyssal, Common, Infernal; telepathy 120 ft.          one target. Hit: 9 (1d8 + 5) bludgeoning damage and 7
      Challenge 10 (5,900 XP)                                         (2d6) thunder damage. The skelemallet scores a critical
                                                                      hit on the roll of 18–20.
      Fiendflesh Drum. As long as the hortator is not
      incapacitated, its incessant drumming grants all other
      fiends within 1 mile that can hear it advantage on all
      attack rolls and an additional 1d6 thunder damage with
      weapons.
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            Fiends of the Underhell
                          248
Fiends of the Underhell
                               Magdalene                                 through it. This magic makes it extremely dangerous
                                                                         if left unchecked, because it can swell an invading
                                                                         fiend army’s common infantry quickly.
             A magdalene is little more than a mobile gateway for           Sanguine Sense. Because of the magdalene’s excep-
             the spawning of void maggots. It roams anywhere             tional similarity and connection to its Doomgate, it
             its legions or Archlord needs it, leaving maggots in        can detect any creature with a Sanguine Ward within
             its wake like a festering plague. It seeks to sate its      6 miles.
             incredible hunger by devouring all those who stand in          Legions. Magdalene fiends typically serve as gener-
             its path so it can conjure more maggots to blanket the      als of the Hades, Pandemonium, and Sheol legions.
             earth. This fourth-circle fiend generally prefers to lead
             from the rear, keeping as many minions between it
             and enemies as possible.                                     This creature resembles an immense, grotesque hu-
                Surrogate Doomgate. The magdalene functions               man woman. Mutated, writhing flesh sags from her
             like a supplemental Doomgate, limited to allowing            body and arms hang almost to the ground around
             void maggots and similarly minor fiends to travel            her cracked hooves.
   Magdalene                                                         Crush. Melee Weapon Attack: +11 to hit, reach 5 ft., one
                                                                     target. Hit: 27 (6d6 + 6) bludgeoning damage and the
   Large fiend, neutral evil                                         target must succeed on a DC 19 Strength saving throw
   Armor Class 14 (natural armor)                                   or fall prone. Then, each maggot within 5 feet of the
                                                                    target can use its reaction to make a melee attack to hit
   Hit Points 202 (15d10 + 120)
                                                                    the target. If at least one maggot hits and at least three
   Speed 30 ft.                                                     maggots used their reactions (whether more than one hit
    STR                                                             or not), the target is grappled by all the maggots that used
               DEX       CON     INT     WIS     CHA                their reactions. The DC to escape the grapple equals 13 +
   23 (+6)    8 (–1)    27 (+8) 10 (+0) 10 (+0) 13 (+1)             number of grappling maggots; success on the ability check
   Saving Throws Cha +6                                             to escape the grapple frees the target from all maggots.
  Damage Resistances bludgeoning, piercing, and slashing            Until the grapple ends, the target is restrained and blinded,
                                                                    and the grappling maggots can’t attack other targets.
  from nonmagical attacks
  Damage Immunities fire                                            Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one
                                                                   target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Condition Immunities exhaustion, petrified
  Senses darkvision 90 ft., passive Perception 10                  Thrown Maggot. There must be a void maggot within 5 feet
                                                                   of the magdalene for it to use this attack. Ranged Weapon
  Languages Abyssal, Common, Infernal, telepathy 120               Attack: +11 to hit, range 60/240 ft., one target. Hit: 25
  ft.                                                              (3d12 + 6) bludgeoning damage and the thrown maggot
  Challenge 14 (11,500 XP)                                         lands in the nearest unoccupied space to the target.
                                                                   Conjure Maggots (Recharge 6). The magdalene magically
  Limited Magic Immunity. The magdalene can't be affected
                                                                   summons 6 howling maggots (page 207) that appear in
  or detected by spells of 5th level or lower unless it wishes
                                                                   unoccupied spaces within 30 feet. Roll initiative for the
  to be. If also can’t be sent to another plane of existence
                                                                   maggots as a group, which has its own turns.
  or teleported unless it wishes to be. It has advantage on
  saving throws against all other spells and magical effects.      Reactions
  Magic Weapons. The magdalene’s weapon attacks are                Maggot Ward. When the magdalene is hit by an attack from
  magical.                                                         a creature it can see, it chooses a void maggot within 5 feet
                                                                   to be hit instead. The magdalene can use this reaction even
 Actions                                                           if it has already used its reaction this round.
 Multiattack. The magdalene makes three melee attacks:
 two with its fists and one to crush.
249
                Fiends of the Underhell
                          250
Fiends of the Underhell
                           Mandrake                                      Malevolent Mimics. The mandrake’s cloak conceals
                                                                      wads of protoplasm that it emits from sores along its
                                                                      legs. The mandrake can form these wads into copies
          Although the mandrake might be the most human-              of people to work its evil will in the world. Unlike
          oid-looking of the fourth-circle fiends, its motives        the mandrake, which has a twisted and incomplete
          are more alien and malevolent than those of overtly         understanding of humanoid society, these mimics can
          inhuman fiends. A mandrake finds solace in mimicry,         duplicate the original creature’s mannerisms precisely.
          wearing the tattered fashion of the civilizations it de-    Despite their independent appearance, they are in-
          stroys and adopting many of the civilization’s manner-      extricably tied to the mandrake and just as wicked in
          isms. Although its knowledge bares strange gaps when        their outlook as their creator. Hostages rescued from
          pressed, this fiend has a remarkable knack for picking      a legion led by a mandrake may have one or more
          up the surface facts of the fashions it mimics.             duplicates among their midst, intentionally sent back
             The mandrake has an affinity with creatures that         to undermine the legion’s next targets. These dupli-
          mimic others, such as crows. The mandrake rarely            cates typically serve as saboteurs, framing leaders and
          speaks except to repeat back words spoken to it, but        significant individuals in as-yet unconquered cities for
          it is an exceptionally cunning fiend and its schemes        various acts and infiltrating their homes for informa-
          are often set in motion with bizarre or inscrutable acts    tion, blackmail, and eventually assassination.
          that promote corruption or wickedness weeks or years           Legions. The mandrake often leads fiends of the
          in the future.                                              Acheron, Hades, Pandemonium, and Sheol legion.
251
             Fiends of the Underhell
This giant, vaguely humanoid fiend is draped
in tattered, bloody rags that drag along the
ground. Its arms split at the elbow into six sepa-
rate arms, each with a clawed hand. Pauldrons
of black feathers adorn its shoulders.
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                                                     Fiends of the Underhell
                             Nuckelavee                                        Fate Stealer. Although magic items interest a nu-
                                                                            ckelavee greatly, it is just as intrigued by the fate and
                                                                            destiny of mortal creatures, which it can steal even
             Each nuckelavee is a greedy fiend, eager to collect any        more easily. When it steals the luck of a creature with
             magic item or resource it can use to further its eventual      an influential destiny, the nuckelavee learns more
             ascension into a fiend lord. It is not above stealing the      about the movings of the cosmos and comes one step
             good luck of its allies to fuel its own continued ram-         closer to its apotheosis. It also gets vague glimpses of
             page. For this reason, other fiends tend to dislike the        the great and terrible things that a creature it has sto-
             nuckelavee, and thus it is usually encountered alone.
253
               Fiends of the Underhell
len from might accomplish, and can use these visions      This towering quadruped has two clawed,
to set into motion complex schemes to get power that      gangly arms dangling down below its
its victim would have rightfully earned were it not for   equine maw. A cloud of wet stink follows
the nuckelavee’s interference.                            it.
   Despoiler of Waters. An incarnation of rot, ruin,
despair, and waste, the nuckelavee wallows in the
waters of lands its legions have despoiled,
tainting them with fiendish diseases,
hazards, and poi-
sons (see Ravaged
Lands on page
122).
   Legions. Nu-
ckelavees typically
serve as generals
and elite scouts
for the Cocytus,
Styx, and Tartarus
legions.
                                                                                                     254
                                                                 Fiends of the Underhell
                                  Philter                             Although this makes it easier to locate grylluses in
                                                                      the area, it also emboldens the grylluses considerably,
                                                                      encouraging them to take extraordinary risks on the
          The annals of the Underhell don’t provide details           mistaken belief that the echoing dirge gives them
          on the apotheosis of the gryllus that became the            greater powers.
          first philter, but its origin as one of those deformed        Legions. The philter typically leads fiends of the
          creatures is obvious. Although the heads on its back        Annwn, Dis, and Hades legions.
          aren’t animated and don’t move, they continually emit
          a low, plaintive dirge that echoes for miles across the
          countryside. The philter is more aware of its intel-        Encountering Regenerating Fiends
          lectual shortcomings than most grylluses and isn’t          Fiends healed by the philter are much more resilient
          inclined to conceal its face or engage in diplomatic        than normal. If a fiend benefits from a philter’s heal-
          pretensions. It knows its best purpose is to support        ing abilities, increase that fiend’s effective challenge
          other fiends in battle.                                     rating by 1 and note that lingering injuries will heal
             Call to Grylluses. The brass heads of any grylluses      between combats.
          within a mile of the philter echo the dirge emanat-
          ing from the philter’s heads like an infernal choir.
      Philter                                                       Catholicon Dirge. The philter and each of its allies within
                                                                    500 feet that can hear it regain 10 hit points at the start
      Large fiend, neutral evil                                     of their turns.
      Armor Class 15 (natural armor)                                Innate Spellcasting. The philter’s spellcasting ability is
      Hit Points 144 (17d10 + 51)                                   Charisma (spell save DC 15, +7 to hit with spell attacks)
                                                                    and its caster level is 17th. The philter can innately cast
      Speed 30 ft.
                                                                    the following spells, requiring only verbal components.
        STR     DEX     CON     INT     WIS     CHA                 At will: detect magic, eldritch blast (pushes target back
       17 (+3) 13 (+1) 16 (+3) 11 (+0) 15 (+2) 16 (+3)              10 feet), sanctuary, shocking grasp
      Saving Throws Con +7, Wis +6, Cha +7                          3/day each: dispel magic, haste
      Damage Resistances bludgeoning, piercing, and slash-          1/day: mass cure wounds (5th level), revivify
      ing from nonmagical attacks                                   Magic Resistance. The philter has advantage on saving
      Damage Immunities poison                                      throws against spells and other magical effects.
      Condition Immunities charmed, exhaustion, frightened,         Magic Weapons. The philter’s weapon attacks are
      poisoned                                                      magical.
      Senses darkvision 120 ft., passive Perception 12
      Languages Abyssal, Common, telepathy 120 ft.
                                                                    Actions
                                                                    Multiattack. The philter makes one attack and casts
      Challenge 11 (7,200 XP)
                                                                    either eldritch blast or shocking grasp.
      Brass Heads. The philter requires two brass heads             Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
      to utilize its healing abilities. If either brass head is     target. Hit: 19 (3d10 + 3) piercing damage.
      removed or destroyed, the philter loses its Catholicon
                                                                    Bark. Ranged Spell Attack: +7 to hit, range 100 ft.,
      Dirge and its Innate Spellcasting until it acquires new
                                                                    one target. Hit: 31 (9d6) thunder damage and each
      brass heads and mounts them on its back. The philter
                                                                    creature within 5 feet of the target (including the
      keeps its brass heads strapped to its back so tightly that
                                                                    target) must succeed on a DC 15 Strength saving throw
      any ability check made to remove them is made with
                                                                    or be knocked prone and take an additional 7 (2d6)
      disadvantage.
                                                                    bludgeoning damage.
255
             Fiends of the Underhell
A giant’s head and torso walk on its
long-fingered hands, its entire lower
body absent. Its massive head has dull
eyes and a mouthful of blunt teeth.
Bands of metal across its torso hold two
wide-mouthed brass heads strapped
back-to-back that emit a low, grating
tune.
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                                           Fiends of the Underhell
                             Raparee                                  ories are both distracting and unnerving as well as
                                                                      emotionally painful, all of which please the fiend. The
                                                                      raparee rarely leads groups of fiends in battle; instead,
          The raparee is a scuttling, covetous horror. It is a        it orchestrates elaborate heists and ambushes designed
          consummate thief, plucking valuables from its victims       to humiliate mortals and steal their greatest treasures
          with supernatural agility. What the raparee considers       from them.
          “valuable,” however, is rarely gold or magic items;            Burbling Thorax. The raparee can inject poison
          instead, it prizes more ephemeral items, such as its        from the paired stingers at the ends of its body, but
          victim’s memories of their children, sense of taste, or     the most disturbing feature of its thorax is the leering
          ability to see the color red. The raparee can magically     face adorning the underside. This face constantly
          steal such mental impressions, hoarding them in its         smacks its lips and gnaws at its tongue, making a wet
          own mind like shiny baubles. Although their loss is         burbling sound that unsettles the raparee’s enemies.
          rarely debilitating to the victim, the missing mem-
257
            Fiends of the Underhell
   Dimensional Folding. The raparee can contort
and fold its body along lines unknown to ordinary
geometry. This allows it to enter spaces significantly
smaller than its massive form, slip away from effects
that would restrain it, and evade being grabbed by
other creatures.
   Legions. The raparee most often appears leading
fiends of the Annwn, Dix, Lethe, Styx, and Tartarus
legions.
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                                                         Fiends of the Underhell
                                  Secutor                               and hope to become powerful enough to match their
                                                                        abilities or become secutors themselves one day.
                                                                           Effortless Killers. When a secutor comes upon
           Secutors are the most elite of fiendish warriors in          lesser mortals, a simple glare from it kills them where
           an entire invasion army. Each can often be found             they stand, and it continues onward. If it must travel
           wandering the shattered landscape alone seeking              far to find a worthy foe, countless innocents might
           worthy champions to slay. A secutor does not concern         die along the way.
           itself with armies or lesser warriors but seeks out the         Legions. A secutor typically champions the Co-
           strongest heroes to defeat. Secutors are almost always       cytus, Gehenna, Sheol, Styx, and especially Annwn
           encountered alone, either seeking out threats to its         legions.
           Archlord’s interests or guarding a place of extreme
           importance. Underfiends often tell tales of secutors
       Secutor                                                        Actions
       Large fiend, lawful evil                                       Multiattack. The secutor can use its Challenge. It then
                                                                      makes two attacks: one with its claw and one with its
       Armor Class 19 (natural armor)
                                                                      hook.
       Hit Points 171 (18d10 + 72)
                                                                      Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
       Speed 40 ft.
                                                                      target. Hit: 15 (3d6 + 5) slashing damage.
         STR     DEX     CON     INT     WIS     CHA                  Hook. Melee Weapon Attack: +10 to hit, reach 10 ft.,
        21 (+5) 17 (+3) 19 (+4) 14 (+2) 14 (+2) 16 (+3)               one target. Hit: 24 (3d12 + 5) slashing damage and the
                                                                      target must succeed on a DC 18 Strength saving throw
      Saving Throws Str +10, Con +9, Wis +7                           or fall prone.
      Skills Athletics +10, Intimidation +8
                                                                      Challenge. A creature of the secutor’s choice that it can
      Damage Resistances fire, psychic; bludgeoning, pierc-           see within 90 feet and that can see or hear the secutor
      ing, and slashing from nonmagical attacks                       must make a DC 16 Charisma saving throw. On a failed
      Damage Immunities poison                                        save, it can’t willingly move away from the secutor and it
      Condition Immunities exhaustion, petrified, poisoned            has disadvantage on attack rolls to hit targets other than
                                                                      the secutor until the start of the secutor’s next turn.
      Senses blindsight 10 ft., darkvision 120 ft., passive
      Perception 12                                                  Reactions
      Languages Abyssal, Common, Infernal, telepathy 120 ft.         Block. The secutor adds 4 to its AC against one melee
      Challenge 14 (11,500 XP)                                       attack that would hit it. To do so, the secutor must see
                                                                     the attacker.
      Fear Aura. Any creature hostile to the secutor that
      starts its turn within 20 feet of the secutor must make        Legendary Actions
      a DC 16 Wisdom saving throw, unless the secutor
                                                                     The secutor can take 3 legendary actions, choosing
      is incapacitated. On a failed save, the creature is
                                                                     from the options below. Only one legendary action
      frightened until the start of its next turn. If a creature's
                                                                     option can be used at a time and only at the end of
      saving throw is successful, the creature is immune to
                                                                     another creature's turn. The secutor regains spent
      that secutor's Fear Aura for the next 24 hours.
                                                                     legendary actions at the start of its turn.
      Limited Magic Immunity. The secutor can't be affected
                                                                     Catching Hook (Costs 2 Actions). The secutor moves up
      or detected by spells of 3rd level or lower unless it
                                                                     to half its speed and makes a hook attack.
      wishes to be. It has advantage on saving throws against
      all other spells and magical effects.                          Claw. The secutor makes a claw attack.
      Magic Weapons. The secutor’s weapon attacks are                Cull the Weak. The secutor glares at a creature that it
      magical.                                                       can see within 60 feet. The target must make a DC 16
                                                                     Wisdom saving throw. On a failed save, the target takes
                                                                     14 (4d6) psychic damage and, if it then has 10 or fewer
                                                                     hit points and is frightened of the secutor, it dies.
259
              Fiends of the Underhell
Standing twice the height of a man, this lanky, hooved
creature is clad in rusted plates of gladiatorial armor. It
is hard to discern where the armor ends and the crea-
ture’s flesh begins. Its very skull resembles a mockery of
a gladiator’s helm, crowned in a plumelike line of cloven
hooves. One of its long arms plumes out into a chitin-
ous shield, while the other ends in a wicked hook that
scrapes along the ground.
                                                                                        260
                                                              Fiends of the Underhell
                         Tardigrade                                  from the souls imprisoned within it to restore its
                                                                     physical form whenever it is destroyed. When the
                                                                     tardigrade is slain, these souls are thrown outward,
         A monstrously large version of the mundane,                 injuring the tardigrade’s foes in a final, spiteful attack.
         pond-dwelling micro-animal, the tardigrade is known         The souls don’t dissipate but rather wait, immaterial
         for its incredible resilience. Loping along on six          and powerless, for the tardigrade to be reborn. The
         clawed limbs, the tardigrade’s headless neck roils with     physical form of the tardigrade collapses into a stony
         the screaming faces of the damned. These faces also         cyst that is immune to harm and, within only a few
         push outward from inside the creature’s rubbery skin,       days, hatches into a new tardigrade. This period of
         wailing desperately for release. The tardigrade collects    dormancy is the only opportunity for the souls of
         these souls from victims slain by its razor-sharp claws.    those slain by the tardigrade to be reclaimed.
            Endless Return. The tardigrade draws sustenance
261
            Fiends of the Underhell
   Relentless. The tardigrade is as relentless as it is
resilient. When it sets its mind on a particular task,    This six-legged creature has a rounded, rub-
it proceeds doggedly with its plan, even if it is slain   bery body with no head. Each of the creature’s
over and over in the attempt. The tardigrade is not a     feet ends in scythe-like claws. Screaming faces
mindless brute, however, and it learns from its past      press outward from the creature’s flesh.
mistakes, changing its plans to improve its chances of
achieving its goal. Its typical approach is to doggedly
fight its way into important defensive locations or
redoubts.
   Legions. The tardigrade most often appears in inva-
sions with Annwn, Cocytus, Gehenna, and Phelege-
thon fiends.
                                                                                                            262
                                                                   Fiends of the Underhell
             Underhell Elemental                                    rudimentary emotion—such as menace or grim amuse-
                                                                    ment—it speaks from the enormous lips on its back.
                                                                       Nightmare Whispers. The Underhell elemental’s
       Rather than the common elements of air, earth, fire,         massive mouth can hum tuneless noises that captivate
       and water, fiendish elementals consist of far more           mortals, or else utter words that distort reality and
       horrifying building blocks: bone, gristle, hellfire,         physically unmake itself or other allies for a short
       iron, and others. The Underhell elemental is a horrid        time. Creatures that are unmade become invisible
       combination of these: a towering figure with a lower         and can pass through solid objects and creatures with
       body like a soggy flood of dripping gore and an upper        effort, but can still be heard. While the Underhell
       body that resembles a hunched humanoid with gangly           elemental is unmade, it compulsively emits a shush-
       arms and enormous, fleshy wings. These wings part            ing noise. The fiends often use this invisibility to stage
       across the Underhell elemental’s upper back to reveal        ambushes and to gather information they can exploit
       rows of shiny, perfect teeth in a leering smile: these are   to bring down enemy leaders.
       no ordinary wings but massive lips that burden the              Legions. An Underhell elemental is usually part of
       creature with their ungainly size and weight. Although       the leadership of the Cocytus, Pandemonium, Sheol,
       the Underhell elemental’s protruding face can express        or Styx legions.
      Skills Arcana +7, Deception +9, Persuasion +9               Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
                                                                  target. Hit: 13 (2d8 + 4) slashing damage. The target
      Saving Throws Con +7, Wis +6
                                                                  is grappled (escape DC 13) if it is a Large or smaller
      Damage Resistances lightning; bludgeoning, piercing,        creature and the Underhell elemental doesn’t already
      and slashing from nonmagical attacks                        have two other creatures grappled.
      Damage Immuni      ties poison                              Entrancing Hum. The Underhell elemental hums a
      Condition Immunities exhaustion, poisoned                   magical tune. Non-fiend creatures within 500 feet of
      Senses darkvision 120 ft., passive Percept   ion 11         the Underhell elemental that can hear the hum must
      Languages Abyssal, Common, telepathy 120 ft.                 each succeed on a DC 17 Wisdom saving throw or be
                                                                   charmed until the hum ends. The hum continues only as
      Challenge 14 (11,500 XP)                                     long as the elemental concentrates (as if concentrating
                                                                   on a spell). A charmed target is incapacitated and can
      Limited Magic Immunity. The Underhell elemental can’t
                                                                   repeat the saving throw at the end of each of its turns,
      be detected or located by spells of 5th level or lower
                                                                   ending the effect on itself with a success. The charm
      unless it wishes to be. It can be affected otherwise by
                                                                   ends when the target is damaged or an ally uses an
       spells of any level, but it has advantage on saving throws
                                                                   action to shake the target. A target that successfully
       against all spells and magical effects.
                                                                    saves is immune to the Underhell elemental’s hum for
       Magic Weapons. The Underhell elemental’s weapon              24 hours.
       attacks are magical.
                                                                    Kiss. The Underhell elemental kisses a creature
       Whispers of Unmaking. As a bonus action, the                 charmed by it or that it has grappled. The target must
       Underhell elemental targets up to three willing creatures make a DC 17 Charisma saving throw against this
       it can see within 90 feet (which can include itself). Each   magical kiss, taking 59 (10d10 + 4) psychic damage on
       target becomes magically invisible for as long as the        a failed save, or half as much damage on a successful
       elemental concentrates (as if concentrating on a spell),     one.
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          Fiends of the Underhell
Encountering Invisible Fiends                               Enormous flesh lips top a pillar of gore and
If a fiend made invisible by the Underhell elemental        gristle. A skull-like face peeks out from under-
is encountered separately from the elemental, the           neath the lips above long, clawed hands.
invisible fiend’s effective challenge rating is typically
increased by 1 if it can substantially con-
tribute to combat without attack-
ing (such as by casting spells
that don’t require attack
rolls that would break
the invisibility).
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                                                                     Fiends of the Underhell
         Nephilim Engines                                                Animated Doomgate
         While the Fiend Lords of the Underhell and their          The countless forces of the Underhell are difficult to
         lieutenants issue orders as they see fit and command      transport. In addition to sheer logistics and contend-
         the infinite forces of the Underhell, they rarely have    ing with the chaotic impulses of many legion leaders,
         the time or interest to micromanage their forces. The     the interdimensional void between the mortal world
         chaos and catastrophe these forces cause require little   and the Underhell resists their transit even by spells
         oversight, so long as they are pointed in the right       such as gate. Only once an Archlord has arrived in the
         direction; to this end, the Lords of the Underhell        world can the fiends enter in numbers. To bridge the
         created the Nephilim Engines. The Engines serve to        gap between planes, the Fiend Lords of the Underhell
         create and deliver the endless masses of the Underhell    created the Doomgates.
         to wherever their destructive force is required.             Unique. Every Doomgate is unique, with defenses
            Timeless Constructs. Nephilim engines are              reflecting the differing circumstances of its creation.
         constructs; they do not need to eat, drink, sleep, or     The most common Doomgate is a passive structure
         breathe. Beyond that, they don’t experience the pas-      of bone and stone that is essentially indestructible
         sage of time like most works of mortal hands, and will    and requires obscure magic to reliably close. Such
         never erode or degrade.                                   Doomgates are more like puzzles than creatures.
      Armor Class 17 (natural armor)                               Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one
                                                                   target. Hit: 46 (6d12 + 7) slashing damage.
      Hit Points 248 (16d12 + 144)
      Speed 0 ft.                                                  Eruption (Recharge 6). The Doomgate collapses,
                                                                   releasing any grappled creatures, and rises from the
        STR       DEX      CON     INT     WIS     CHA             ground in an area within 60 feet. All creatures in the area
       25 (+7)   1 (–5)   29 (+9) 16 (+3) 18 (+4) 21 (+5)          must make a DC 21 Dexterity saving throw, taking 63
                                                                   (10d10 + 8) bludgeoning damage on a failed save, or half
      Damage Resistances damage from spells                        as much damage on a successful one.
      Damage Immunities fire, necrotic, poison, psychic; blud-
                                                                   Radiate Malignancy (Recharge 5–6). The Doomgate
      geoning, piercing, and slashing from nonmagical attacks      releases energy from the Underhell in a 60-foot radius.
      that aren’t adamantine                                       Each non-fiend creature in the area must make a DC 19
      Condition Immunities charmed, exhaustion, frightened,        Constitution saving throw, taking 21 (6d6) necrotic plus
      grappled, paralyzed, petrified, poisoned, prone, re-         21 (6d6) fire damage on a failed save, or half as much
                                                                   damage on a successful one. A creature that fails its
      strained                                                     saving throw has its hit point maximum reduced by the
      Senses darkvision 120 ft., tremorsense 60 ft., truesight     amount of necrotic damage it takes.
      120 ft., passive Perception 14                               Summon Fiends (3/day). The Doomgate pulls forth
      Languages Abyssal, Infernal, telepathy 120 ft.               its choice of a rampant cacodaemon (page 229) or
      Challenge 20 (25,000 XP)                                     a flesheater underfiend (page 223) or three leering
                                                                   grylluses (page 215) or five simpering maggots (page
      Immutable Form. The Doomgate is immune to any spell or       209) of any legion in the nearest unoccupied space. Roll
      effect that would alter its form.                            initiative for summoned fiends separate from the gate.
      Magic Resistance. The Doomgate has advantage on
      saving throws against spells and other magical effects.
                                                                   Reactions
                                                                   Summon Fodder. The Doomgate conjures a broken
      Magic Weapons. The Doomgate’s weapon attacks are
                                                                   maggot (page 205) and adds 4 to its own AC against one
      magical.
                                                                   attack that would hit it. To do so, the Doomgate must
      Grasping Hordes. A creature that comes within within 5       see the attacker. If this makes the attack miss, it hits the
      feet of the Doomgate for the first time on a turn or ends    maggot instead.
      its turn there must succeed on a DC 21 Strength saving
      throw or be grappled (escape DC 17).
265
            Nephilim Engines
(For an example of such a
Doomgate, see the one near
the climax of the adventure
The Gate of Bone on page
114.) Most Doomgates incorpo-
rate a few recognizable features of the
corpses of mortal champions, mages,
or leaders who were killed to fuel their
creation.
   Active but Vulnerable. When there
are multiple Doomgates or when an
Archlord doesn’t trust fiends
as sufficient guards for passive
Doomgates, they might use fell
magic to imbue the Doomgates
with active power at the cost of
making them susceptible to certain
kinds of physical damage.
   While animated Doomgates are
mostly constructed objects, some are
granted a powerful animating energy
that allows them to defend them-
selves when necessary. An animated
Doomgate can use some of its own
energy to call upon individual beings
from the Underhell to aid in its de-
fense. This effort is taxing, however,
so an animated Doomgate only
calls other creatures when neces-
sary. This energy can only be used
while an Archlord remains active
in the world; once the Archlord is
banished, the gate loses much of its
power.
                                                                            266
                                                         Nephilim Engines
                    Corpse Mother
                                                                     A large mass of corpses collected into the shape
         The forces of the Underhell always seek to increase         of a humanoid. Bodies and body parts drop off the
         their numbers. The Fiend Lords created the corpse           collected mass every few seconds.
         mother, a unique construct made from hundreds of
         corpses, to traverse battlefields left ravaged by the
         armies of the Underhell. The constructs collects the
         slain bodies of the Underhell and its enemies alike,
         adding them to its own body as it gathers the dead.
         These gathered dead are filled with an animating ener-
         gy from the Underhell and used as additional minions
         in the Underhell’s tireless crusade. Corpse mothers
         are not intelligent creatures: they mindlessly travel in
         the wake of the forces of the Underhell to fulfill their
         appointed duties, but they defend themselves with
         deadly force when their work might be interrupted.
                                                                    Actions
      Corpse Motheviler                                             Slam. Melee Weapon Attack: +7 to hit, reach 30 ft., one
      Gargantuan construct, neutral                                 target. Hit: 20 (3d8 + 7) bludgeoning damage.
      Armor Class 15 (natural armor)                                Spawn Undead. The corpse mother produces its choice
      Hit Points 162 (12d12 + 84)                                   of one restless (page 151) or three human zombies or six
      Speed 20 ft.                                                  shambling fragments (page 153) in unoccupied locations
                                                                    within 15 feet of the corpse mother.
        STR       DEX      CON         INT      WIS      CHA
       24 (+7)   9 (–1)   25 (+7)     1 (–5)   1 (–5)   10 (+0)     Legendary Actions
                                                                    The corpse mother can take 3 legendary actions,
      Damage Immunities lightning, poison, psychic; bludgeon-
                                                                    choosing from the options below. Only one legendary
      ing, piercing, and slashing from nonmagical attacks that      action option can be used at a time and only at the end of
      aren’t adamantine                                             another creature's turn. The corpse mother regains spent
      Condition Immunities charmed, exhaustion, frightened,         legendary actions at the start of its turn.
      paralyzed, petrified, poisoned                                Hurl Forth (Costs 3 Actions). The corpse mother moves
      Senses darkvision 90 ft.                                      up to its speed and uses Spawn Undead.
      Languages understands telepathic commands but can’t           Slam. The corpse mother makes a slam attack.
      speak                                                         Spawn Undead (Costs 2 actions). The corpse mother
      Challenge 11 (7,200 XP)                                       uses Spawn Undead.
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            Nephilim Engines
                   268
Nephilim Engines
                     Racked Seraph                                   titanic engine of magical destruction. The necessary
                                                                     core to activate the lattice and make the monstrosity
                                                                     active is a pair of ashen angels (page 145) stretched
        To get around their limited capacity for reanimating         across a rack of bones and celestial wings.
        celestials, Fiend Lords have taken to constructing              The Fiend Lords looked upon these semi-living
        golem-like monstrosities that use their feathers as a        engines of pure energy and found them a perfect
        focusing core. Many celestials leave their feathers to       means of clearing the leftovers of a battlefield, where
        mortals as symbols of hope, which fiends delight in          lone heroes may rise or survivors may warn others of
        subverting. Collected in great enough numbers, these         the oncoming destruction of the Underhell. Although
        feathers can be used to form a spiritual lattice to catch    no true celestial is bound within, the engine can use
        celestial power and turn it to fiendish purposes as a        power not unlike theirs to eradicate lingering mortals
      Cleansing Weapons. The racked seraph’s weapon                  Teleport (1/Day). The racked seraph magically teleports,
      attacks are magical. When the racked seraph hits with          along with any equipment it is wearing or carrying, up to
      any weapon, the weapon deals an extra 4d8 radiant              120 feet to an unoccupied space it can see.
      damage (included in the attack).
269
           Nephilim Engines
after a fiendish army has moved on. They are unfeel-       of the racked seraphs lead many mortals to
ing constructs, destroying all creatures they see in an    believe they may have encountered salvation,
area, be they mortal or fiendish.                          only to find utter destruction. The Fiend Lords, of
   Incorporeal Transport. Racked seraphs can carry         course, revel in the cruel irony.
incorporeal undead to support fiendish efforts, includ-
ing damned soul swarms and ashen angels. They also
carry trapped mortal souls meant to be used for the         A ring of dozens of large wings hangs in the air. Inside
creation of damned soul swarms, wicked magic items,         the ring, a mass of bones and skulls are fused into a
or other horrific ends.                                     lattice around a flaming, glaring eye.
   Rampant Scouring. Once it is engaged in combat,
only a fourth-circle fiend or Fiend Lord can command
a racked seraph; it simply burns away all other crea-
tures it encounters. Tragically, the awe-inspiring forms
                                                                                                                       270
                                                                                   Nephilim Engines
            Siege Dragon Engine
      The Underhell understands that any world it invades
      is likely to attempt the foolish act of defending itself.
      In order to both break the ranks of its enemies and
      also minimize their own losses, the Fiend Lords cre-
      ated siege engine dragons. These dragons are golems
      built from the collected corpses of dragons slain
      by the forces of the Underhell. These creatures are
      stripped of any free will and forced to serve the Un-
      derhell directly. Once the Underhell has forged these
      creatures, they provide the foundation for semi-living
      fortresses.
         Mobile Fortresses. The minions of the Underhell
      build simple battlements, towers, and walls on the
      backs of dragon engines, allowing these same min-
      ions to travel securely across a battlefield. From their
      defensive position, the forces are able to strike against
      their enemies with ease. These constant attacks from
      these forces are already a serious threat, and defending
      against the Underhell becomes all but an impossibility
      once an engine attacks directly.
271
        Nephilim Engines
  Siege Dragon Engine                                             must succeed on a DC 18 Strength saving throw or be
                                                                  knocked prone.
  Gargantuan construct, neutral evil
                                                                  Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one
  Armor Class 18 (natural armor)                                  target. Hit: 20 (3d6 + 10) bludgeoning damage.
  Hit Points 390 (20d20 + 180)                                    Deploy Troops (3/Day). The engine kneels, depositing one
  Speed 50 ft., climb 50 ft.                                      shining gryllus (page 217) and two simpering maggots
                                                                  (page 209) at an unoccupied location within 20 feet. Roll
    STR     DEX     CON          INT      WIS     CHA             initiative (+0 modifier) for the group, which has its own
  30 (+10) 12 (+1) 28 (+9)      9 (–1)   20 (+5) 26 (+8)          turns.
 Damage Immunities poison; bludgeoning, piercing, and            Poison Breath (Recharge 6). The engine exhales poison
 slashing from nonmagical attacks that aren’t adamantine         gas in a 120-foot cone. Each creature in that area must
 Condition Immunities charmed, exhaustion, frightened,           make a DC 25 Constitution saving throw, taking 66 (19d6)
                                                                 poison damage on a failed save, or half as much damage
 grappled, paralyzed, petrified, poisoned                        on a successful one.
 Senses blindsight 60 ft., darkvision 120 ft., passive Per-
                                                                 Trample. The engine moves up to its speed. It can move
 ception 15                                                      through the spaces of Huge and smaller creatures. It
 Languages understands telepathic commands but can’t             can make one claw attack against each creature whose
 speak                                                           space it enters during this movement. It cannot attack a
 Challenge 22 (41,000 XP)                                        particular creature more than once during this movement.
 Battlements. Maggots and grylluses fight from the narrow        Legendary Actions
 battlements on the siege dragon engine’s back, mostly             The siege dragon engine can take 3 legendary actions,
 behind arrow slits and other forms of cover that render           choosing from the options below. Only one legendary
 attacking them directly ineffective until the engine is           action option can be used at a time and only at the end
 reduced to 0 hit points and destroyed. At that point, most       of another creature's turn. The engine regains spent
 of the fortifications collapse and any remaining uses of the     legendary actions at the start of its turn.
 engine’s Deploy Troops action determine what creatures
                                                                  Ballista Barrage. The engine’s crew fire mast-sized bolts
 remain on the dragon’s back; these survivors have only
                                                                  upon all enemies in a 20-foot-radius sphere centered on
half cover atop the engine’s ruins.
                                                                  a point the engine can see within 120 feet. Each creature
Immutable Form. The siege dragon engine is immune to              in that area must make a DC 16 Dexterity saving throw,
any spell or effect that would alter its form.                    taking 16 (3d10) piercing damage on a failed save, or half
Legendary Resistance (3/day). If the engine fails a saving        as much damage on a successful one.
throw, it can choose to succeed instead.                         Bark Volley. Gryllus crew bark at all creatures in a 10-foot-
Magic Resistance. The engine has advantage on saving             radius sphere centered on a point the engine can see
throws against spells and other magical effects.                 within 120 feet. Each creature in the area must succeed
                                                                 on a DC 16 Strength saving throw or take 14 (4d6)
Magic Weapons. The engine’s weapon attacks are                   thunder damage and be knocked prone.
magical.
                                                                 Cage Drop. The engine’s crew drop iron cages on up
Siege Monster. The engine deals double damage to                 to two Medium or smaller creatures within 10 feet of
objects.                                                         the engine. Each creature must succeed on a DC 16
                                                                 Dexterity saving throw or be restrained by the cage until
Actions                                                         the cage is opened or lifted. A creature can lift the cage
Multiattack. The siege dragon engine makes three                with a successful DC 16 Strength (Athletics) check as an
attacks: one bite attack and two claw attacks.                  action. The cage’s lock can be opened as an action with
Bite. Melee Weapon Attack: +10 to hit, reach 20 ft., one        a successful DC 16 Dexterity (thieves’ tools) check. The
target. Hit: 29 (3d12 + 10) bludgeoning damage.                 cage door can be attacked and destroyed (AC 19, 18 hp,
                                                                immunity to poison and psychic damage, resistance to
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one        acid damage).
target. Hit: 23 (3d8 + 10) slashing damage and the target
                                                                Tail Attack. The engine makes a tail attack.
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                                                                                  Nephilim Engines
273
      Nephilim Engines
                   274
Nephilim Engines
275
      Fiend Lords
Fiend Lords
The hordes of the Underhell obey ancient fiends called fiend lords, of which there are two tiers: lesser fiend lords
and Archlords. The Archlords are archfiends in their own right, while lesser lords are rarely seen but potent gen-
erals above the might of fourth-circle fiends. The fiends serve out of slavish devotion to the fiend lords’ perfect
evil and out of desperate fear of their power.
   Force of Utter Destruction. A fiend lord is not a passive figurehead during an invasion. It brings the horrific
reality of the Underhell into the mortal realm, distorting reality and ravaging the land. During an invasion, most
fiend lords move about, consolidating power so that the beachhead of the Doomgate can ultimately be used to
drag the whole world into the Underhell and all its spoils and souls can be claimed.
   The Climactic Battle. For many reasons, an Archlord is a climactic encounter of a Planet Apocalypse campaign,
always fought at the end of a harrowing adventure and usually as the final fight. However, the archfiend’s pres-
ence should be felt earlier, as its aura influences the terrors that spread with the invasion and its orders are echoed
by its many servitors.
   As GM, you will probably be best served by choosing an Archlord that will be of a challenge rating about five
higher than the level at which you intend the campaign to end. However, if your group proves unusually effective
in fights that you expected to be deadly based on challenge rating, you should adjust the difficulty of the Archlo-
rd accordingly or give the Archlord a few minions to make it more dangerous. You could also accelerate your
plans and have the PCs face the Archlord before they have reached a level where they will win handily, then later
send them against an even more powerful Archlord who was behind the invasion all along.
   Client of a Fiendish Legion. Fiend lords do not directly maintain fiendish legions; instead, each lord makes
temporary alliances with a fiendish legion to serve it during a specific invasion or for a specific purpose in the
Underhell. The legion serves any given lord only so long as its members fear the lord and receive rewards for
                                                                                                                          276
                                                                                              Fiend Lords
      service (such as access to mortal worlds to pillage).      Archlord safe from those few attackers able to hurt it.
      Legions constantly feud with each other, so a lord         If this Archfiend is slain or banished, the magic hold-
      generally uses only one on any given mission or in a       ing the armies in the material world weakens, and
      particular area during an invasion and might occa-         most of the invading force is instantly banished.
      sionally use only one for an entire invasion.                 Doomgates. Each Archlord requires its own
         A lord is more than willing to break its arrangement    Doomgate to enter the material world. As long as the
      with one legion in order to recruit another in response    gate exists, the Archlord can’t be banished from the
      to fiendish political strife, a better offer by another    Material Plane by magic. Only the utter destruction
      legion, or simply recognizing when a particular legion     of its physical form can banish the Archlord while its
      has failed to deal with pesky adventurers. Usually,        gate exists. Destroying the gate makes the Archlord
      when a lord breaks its arrangement with one legion to      susceptible to magic like the banishment spell but
      make a pact with another in the midst of an invasion,      doesn’t otherwise weaken it.
      most of the old legion’s members must either turn             Banishment. Reducing an Archlord on the mate-
      their allegiance to the new legion or be immediately       rial plane to 0 hit points destroys its physical form
      banished and replaced by similar fiends from the new       but does not truly end its existence. Its physical form
      legion in the same approximate locations.                  unravels into loose ribbons of flesh and stray bones
         Recurring Foe. Some fiend lords can be taken            that quickly dissolve, leaving behind anything it was
      down with hit-and-run tactics when heroes damage           wearing or carrying. The Archlord is truly banished
      the lord, then depart to rest and engage again later.      to the Underhell, where it will eventually reconstitute
      With this approach, consider offering the party a          into a physical fiend again and potentially be able to
      chance to face the lord with minimal minions. This         return to the world through another Doomgate. Only
      should occur when the party’s average level is about       by slaying an Archlord in the Underhell can the fiend
      six to eight levels lower than the lord’s challenge        be finally and truly destroyed.
      rating, and the PCs should be aware both that it is           Banishing the physical form of an Archlord un-
      possible to flee and where they must go to do so.          hinges from reality the entire legion that followed it.
         A good way to set this expectation is for a scholar     The bulk of the fiendish legion is instantly banished
      of the occult, discovered text, or divine messenger to     along with the Archlord.
      ask the party to retrieve an item guarded by the fiend        Crowns of the Underhell. Most Archlords wear
      lord, explaining that staying to fight would be tanta-     one or more Crowns of the Underhell (page 39) which
      mount to suicide. The players may uncover the key          levitate above their heads and help them maintain
      lore about the fiends that they don’t heal in the mortal   the interdimensional anchor required to allow an
      world: emphasizing this fact can help players make         entire invading fiendish army into the mortal world.
      informed strategic choices.                                A crown can’t be removed from an Archlord with 1
         Treat a damaged lord as 1 challenge rating weaker       or more hit points, because its magic is fused into
      for every 90 hit points it is missing when building an     the Archlord’s being as part of that Archlord’s unique
      encounter.                                                 capabilities. Additionally, the Archlord can’t employ
         XP Upon Retreat. Like all denizens of the Under-        the crown’s typical powers while using it this way.
      hell, a fiend lord doesn’t regain hit points on its own.
      If the party retreats after significantly damaging a       The Archlord’s Shadow
      fiend lord but without killing it, award them partial      An Archlord casts a pall over the whole region it
      XP: one fifth of its XP total when the PCs reduce its      occupies, the effects of which can vary depending
      hit points by 90, another fifth when they reduce it to     on which Archlord is present. This is similar to the
      half its maximum or below, and the remainder when          regional effects of other legendary creatures, but an
      they finally defeat it.                                    Archlord’s Shadow takes effect instantly. The Archlo-
                                                                 rd’s Shadow typically extends at least 6 miles from
                      Archlords                                  the Archlord and lingers for at least 1 day after the
                                                                 Archlord moves on, depending on the specific Archlo-
                                                                 rd involved.
      The most dangerous fiends of all are the Archlords.           Nether Hellscape. The essence of the Underhell
      An Underhell invasion usually boasts a single Archlo-      bleeds into the world around an Archlord. When a
      rd at its head, but the most terrible fiendish invasions   beast or humanoid starts its turn inside the Shadow
      might be led by more than one. The power of an             for the first time, it must succeed on a DC 15 Cha-
      Archlord is necessary to anchor Underhell armies           risma saving throw or gain 2 levels of exhaustion
      in the material world, so an invasion must keep the        from the shock of being exposed to corrosive
277
        Fiend Lords
evil energies. Such creatures are usually quickly picked      area. Although it rarely comes up during the frenzy of
off by the Archlord or its minions. The corpse of any         an invasion, living creatures don’t need sleep and don’t
humanoid that dies in the Shadow transforms into a            age in the Archlord’s Shadow either. The effect of this
void maggot (page 203) 1d10 days later. A creature            timelessness on objects is minimal. All other spells
within 90 feet of a creature with the Sanguine Ward           and effects dependent on the passage of time work
(page 118-9) need not attempt the saving throw until          normally.
they are farther than 90 feet from the Sanguine Ward             Temporal Boundary. Time passes differently
and within the Archlord’s Shadow.                             within the Archlord’s Shadow. When a creature leaves,
   Ravaged Lands. Each Archlord’s Shadow twists               they find that only 1 round has passed for every 1
the material plane to resemble the horrible Underhell         minute they were within the Shadow. Attacks and
realm from which the Archlord came. Traps, hazards,           spells—even spells of unlimited range such as dream
diseases, and curses permeate the area of an Archlord’s       and teleport—can’t pass through the edge unless they
Shadow (see the Ravaged Lands section on page 122).           can normally travel between planes of existence. Gate,
Lands remain ravaged after the Archlord’s Shadow              sending, and plane shift work into and out of the
leaves, with the effects on the environment ending            Archlord’s Shadow as if it were its own plane. This
only after the Archlord leaves the world or is ban-           boundary limits the Archlord, its fiends, and other
ished.                                                        creatures.
   Timeless. Since the physical passage of time is               No Long Rest. The timeless nature of the shadow
muted in the Underhell, bodies do not feel time pass          also means that finishing a long rest grants no benefit
in the Archlord’s Shadow. Diseases and poisons don’t          beyond what is typical for a short rest. A creature
progress more than once while within an Archlord’s            must spend the entire long rest outside the Archlord’s
Shadow; subsequent saving throws are made against             Shadow to gain its full benefits.
them and time does not accrue toward their fixed du-
rations or milestones. Similarly, creatures don’t regain      Shadow Actions
or lose hit points at regular intervals (such as from         In a manner similar to lair actions, an Archlord can
fiendish wounds or catching on fire). Such effects have       draw upon its Shadow to take shadow actions. On
their initial effect and can take hold, but they get no       initiative count 20 (losing all ties), it can use one of its
worse or better from the passage of time until their          shadow action options. It can’t do so while incapaci-
target is removed from the Archlord’s Shadow. For ex-         tated or otherwise unable to take actions. If surprised,
ample, a creature that catches fire still takes the initial   it can’t use one until after its first turn in the combat.
  damage and is wreathed in flames, but the flames do
       not substantially harm it again until it leaves the
                                                                                                                             278
                                                                                                 Fiend Lords
                                                                  Saving Throws
              Lesser Fiend Lords                                  The avatar is not proficient in any saving throws.
                 and Avatars                                      It makes saving throws using only the appropriate
                                                                  ability modifier.
      Lesser fiend lords and avatars are powerful fiends who
      serve as favored generals, second-in-command, decoys        Skills
      for would-be heroes, and defenders of an Archlord’s         Use the avatar’s skill modifiers, not those listed under
      greatest treasures. Lesser fiend lords do not rely on the   the Archlord.
      organization of legions to protect themselves. Howev-
      er, they lack the power to breach the walls of reality or   Challenge Rating
      cast an Archlord’s Shadow the way an Archlord can.          The avatar’s challenge rating is always lower than the
      No more common than true Archlords, lesser fiend            Archlord’s, although how much lower varies.
      lords are rare enough that some Underhell invasions
      include none at all.                                        Attack Rolls
         Independent lesser lords generally work for
      Archlords in a bid to learn their secrets and ascend to     The avatar’s attacks, including all weapon attacks and
      Archlord status as well. While betrayal does happen,        spell attacks, have a lower modifier than the Archlo-
      such as lesser lords stealing from and backstabbing         rd’s have. The attacks deal the same damage and have
      each other and Archlords who slip up by trusting            the same effects unless noted otherwise.
      their advisers too much, it is almost never during an
      invasion. Invasion is a unique circumstance where all       Save DCs and Check DCs
      fiends depend on the Archlord for the continued abil-       The avatar’s spells and actions that allow a saving
      ity to pillage the mortal world, so nearly all archfiends   throw or ability check generally have a lower save DC
      show absolute loyalty to the Archlord.                      than the Archlord’s have, as appropriate for its lower
         Avatars. Archlords sometimes create avatars, which       proficiency bonus.
      are temporary, separate creatures with the same desires
      and goals as the Archlord. Such a creature is similar       Legendary Actions
      to the Archlord’s own self, but has power akin to a         The avatar can take only two legendary actions, rather
      lesser fiend lord. These avatars allow Archlords to be      than three.
      in multiple places at once and engage dangerous foes
      in battle without risking their own physical forms.
      Creating an avatar is a taxing process, so typically an
      Archlord can only create one during an invasion.
         Avatars as Lesser Fiend Lords. All fiend lords in
      this book are presented alongside modification to use
      them as lesser lords or avatars. You can simply take
      the avatar of one of the Archlords in this text and
      introduce it as a lesser lord without the full Archlord
      version involved in the story.
         Creating an Avatar. An avatar has much the same
      stats as the Archlord that created it, with the follow-
      ing changes. They can also have other differences, at
      your discretion.
      Archlord’s Shadow
      The avatar has no Archlord’s Shadow and can’t take
      shadow actions.
      Hit Points
      The avatar has fewer Hit Dice and fewer hit points
      than the Archlord.
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        Fiend Lords
                                                                the legion he leads. As long as they are
Argus                                                           within the Shadow, Argus can use a bonus
                                                                action to see what they see until the start of his
Lord Argus the Omniscient draws his power from that             next turn.
evil which is performed without reservation. He bides       If Argus moves farther than 6 miles away, these
his time and watches eagerly to gather as much infor-       effects disappear over the course of 1d10 days. Eyes
mation as possible before acting against an enemy. He       Everywhere ends only 1d10 days after he dies or is
sells to other Archlords information that he doesn’t        banished.
think can be used against him.
   Lord Argus finds holes into reality near acts of utter
depravity. He also discovers them in proximity to           Argus in Combat
those who choose to perform great acts of selfish cru-      Argus uses his magical insight and telepathy to coordi-
elty without even a hint of regret. As a result, he often   nate his minions in brutally efficient strikes more pre-
creates Doomgates to consume evil rulers, generals,         cisely choreographed than any dance. Argus is rarely
mass murderers, slavers, and other infamous individ-        encountered without at least one underfiend to defend
uals, typically near a seat of great of government or       him. To make best use of his Omniscient Decree trait,
other location where all mortal leadership in a region      he readily conjures underfiends to replace any that die.
can be immediately wiped out. Then Argus uses all
the means of information gathering at his disposal to
slowly and methodically eradicate potential points of                  Argus’s Avatar
resistance or reprisal from the most dangerous threat
to the least. He enjoys using blackmail to control          Argus’s avatar has no Archlord’s Shadow and no
particularly tenacious mortals.                             shadow actions. It has the following changed statistics;
   Crowns. Lord Argus wears three crowns of the             all statistics, traits, actions, reactions, and legendary
Underhell.                                                  actions not listed are the same as those of Argus.
   Legions. Lord Argus typically allies with the An-
nwn, Pandemonium, Sheol, or Tartarus legions.               Hit Points 172 (15d12 + 75)
                                                            Saving Throws —
Argus’s Shadow                                              Skills Arcana +12, Perception +11
Argus’s presence causes the world to become brittle,        Senses truesight 300 ft., passive Perception 21
violent, and ever more dangerous.                           Challenge 18 (20,000 XP)
                                                                                                                        280
                                                                                              Fiend Lords
      Lord Argus                                                saving throw or be moved up to 10 feet in the
                                                                direction of Argus’s choice.
      Huge fiend, neutral evil                                  Oppressive Glare. Ranged Spell Attack: +14 to hit,
      Armor Class 16 (natural armor; 21 with shield)            range 90 ft., one target. Hit: 16 (3d6 + 6) psychic
                                                                damage.
      Hit Points 264 (23d12 + 115)
      Speed 30 ft.                                              Reactions
       STR     DEX     CON     INT     WIS     CHA              Shield. Argus can innately cast shield.
      25 (+7) 20 (+5) 21 (+5) 23 (+6) 20 (+5) 17 (+3)
                                                                Legendary Actions
      Saving Throws Con +13, Int +14, Wis +13, Cha +11          Argus can take 3 legendary actions, choosing from
      Skills Arcana +14, Perception +13                         the options below. Only one legendary action option
      Damage Vulnerabilities radiant                            can be used at a time and only at the end of another
      Damage Resistances bludgeoning, piercing, and             creature's turn. Argus regains spent legendary actions
                                                                at the start of his turn.
      slashing from nonmagical attacks
      Condition Immunities blinded, charmed, exhaus-            Claw. Argus makes a claw attack.
      tion, frightened, incapacitated, paralyzed, petrified,    Oppressive Glare. Argus makes an oppressive glare
      stunned, unconscious                                      attack.
      Senses truesight 300 ft., passive Perception 23           Cast a Spell (Costs 2 Actions). Argus casts a spell
      Languages Abyssal, Infernal, telepathy 300 ft.            from his Innate Spellcasting list.
      Challenge 25 (75,000 XP)                                  Conjure Underfiend (Costs 2 Actions). Argus
                                                                summons a bonestrike underfiend (page 221) at a
      All-Knowing. Argus can’t be surprised and has             point he can see within 60 feet. Roll initiative for the
      advantage on initiative rolls.                            underfiend, which has its own turns. The underfiend
                                                                disappears when reduced to 0 hit points, or when
      Innate Spellcasting. Argus’s spellcasting ability is
                                                                Argus dies or uses this action again.
      Intelligence (spell save DC 22). Argus can innately
      cast the following spells, requiring no material          Shadow Actions
      components:
                                                                On initiative count 20 (losing initiative ties), Argus
      At will: eyebite, scrying, sending, shield                takes a Shadow action to cause one of the following
      Legendary Resistance (3/day). If Argus fails a saving     effects.
      throw, he can choose to succeed instead.                  Blurred Flesh. All surfaces within a 30-foot-radius
      Numerous Eyes. Argus has advantage on Wisdom              sphere centered on a point Argus can see become
      (Perception) checks that rely on sight.                   fleshy ground (page 126). While Argus is within 5 feet
                                                                of such a surface, he melds partially into the surface
      Omniscient Decree. Argus and fiends communicating
                                                                and has half cover. He can move into the squares of
      with him telepathically have advantage on attack rolls
                                                                enemies as long as the path he follows is along the
      to hit creatures within 5 feet of any of them and don’t
                                                                fleshy ground. While melded into the fleshy ground,
      provoke opportunity attacks for leaving the reach of
                                                                he can make kick attacks as if he were at any location
      creatures Argus can see.
                                                                within the same patch of fleshy ground. He can make
      Actions                                                   a kick attack immediately after using this action. The
                                                                surface reverts when Argus dies or uses this action
      Multiattack. Argus makes three attacks: either one        again.
      kick and two claws or three oppressive glares.
                                                                Smoke-Veiled Fiends. A plume of smoke heavily
      Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,      obscures a 20-foot cube centered on a point Argus
      one target. Hit: 20 (3d8 + 7) slashing damage.            can see within 150 feet. One bonestrike underfiend
      Kick. Melee Weapon Attack: +15 to hit, reach 10 ft.,      (page 221), three preening grylluses (page 213), or
      one target. Hit: 23 (3d10 + 7) bludgeoning damage         six howling maggots (page 207) appear inside. Roll
      and the target must succeed on a DC 23 Strength           initiative for the fiends as a group, which has
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        Fiend Lords
its own turns. The smoke vanishes at that initiative
count. The fiends disappear only when reduced to 0
hit points.
The Walls have Eyes. Eyes open
across all surfaces in a 30-
foot cube centered on a point
Argus can see within 150 feet.
The surfaces count as allied
creatures for the purpose
of his Omniscient
Decree. When the eyes
appear, one makes
an Oppressive
Glare attack as
if it were Argus.
Argus can see
from these eyes
and can use his
Oppressive Glare
and eyebite as
if he was at any
point on the
surface. The
eyes disappear
when Argus
dies or uses this
action again.
                                                                     282
                                                       Fiend Lords
                                                                   Asmod in Combat
      Asmod                                                        Lord Asmod prefers not to fight his own fights. He
                                                                   seizes control of any potential minion as soon as com-
      Lord Asmod embodies careless overindulgence, willful
      negligence, and use of pleasure as a weapon of evil.         bat begins and uses that creature to get in the way of
      His domain in the Underhell is filled with all sorts of      and dispatch attackers as quickly as possible.
      hedonistic pleasures twisted to evil and cruelty. Other
      Archfiends pay him in souls and magic artifacts to
      give them access to his pleasure palaces for even short                 Asmod’s Avatar
      spans of time.
         This Archlord’s invasion most likely erupts from          Asmod’s avatar has no Archlord’s Shadow and no
      societies overrun with gambling or other forms of            shadow actions. He has the following changed
      reckless hedonism, especially pleasures derived from         statistics; all statistics, traits, actions, reactions, and
      or despite the suffering it causes others. Lord Asmod        legendary actions not listed are the same as those of
      sends his forces to collect all the sights and sounds        Asmod.
      and pleasant distractions of the mortal world, which
      he locks away in horrific vaults for the amusement of        Hit Points 147 (14d10 + 70)
      fiends.                                                      Saving Throws —
         Crowns. Lord Asmod wears two crowns of the                Skills Arcana +8, Perception +10
      Underhell.
                                                                   Senses darkvision 300 ft., truesight 120 ft., passive
         Legions. Asmod typically allies with the Dis, Lethe,
                                                                   Perception 20
      and Phlegethon legions.
                                                                   Challenge 16 (15,000 XP)
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        Fiend Lords
Lord Asmod                                                  Magic Resistance. Asmod has advantage on saving
                                                            throws against spells and other magical effects.
Large fiend, chaotic evil
                                                            Actions
Armor Class 18 (natural armor)
                                                            Multiattack. Asmod makes four attacks: one bite, one
Hit Points 231 (22d10 + 110)                                kick, and two with his horns.
Speed 30 ft., climb 30 ft., swim 30 ft.
                                                            Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
 STR     DEX     CON     INT     WIS     CHA                target. Hit: 16 (2d10 + 5) piercing damage and the
21 (+5) 14 (+2) 21 (+5) 17 (+3) 21 (+5) 20 (+5)             target is grappled (escape DC 15). Until the grapple
                                                            ends, the target is restrained and Asmod can’t bite
Saving Throws Con +12, Wis +12, Cha +12                     another target.
Skills Arcana +10, Perception +12                           Horn. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Damage Resistances fire, lightning, poison, psychic;        one target. Hit: 12 (2d6 + 5) piercing damage.
bludgeoning, piercing, and slashing from nonmagical         Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one
attacks                                                     target. Hit: 14 (2d8 + 5) bludgeoning damage.
Condition Immunities blinded, charmed, deafened,            Lightning Breath (Recharge 5–6). Asmod exhales
exhaustion, frightened, incapacitated, paralyzed,           lightning in a 90-foot line that is 5 feet wide. Each
petrified, stunned                                          creature in that line must make a DC 20 Dexterity
Senses darkvision 300 ft., truesight 120 ft., passive       saving throw, taking 35 (10d6) lightning damage on a
                                                            failed save, or half as much damage on a successful
Perception 22
                                                            one.
Languages Abyssal, Infernal, telepathy 300 ft.
Challenge 21 (33,000 XP)                                    Legendary Actions
                                                            Asmod can take 3 legendary actions, choosing from
Gaze of Temptation. Asmod’s crowned heads can               the options below. Only one legendary action option
each see into the minds of creatures and offer them         can be used at a time and only at the end of another
their hearts’ desires. As a bonus action, Asmod peers       creature's turn. Asmod regains spent legendary
at all enemy creatures within 150 feet that he can          actions at the start of his turn.
see. Each target must make a DC 20 Wisdom saving
throw. On a failed save, they cannot make opportunity       Cast an Effortless Spell. Asmod casts a spell from his
attacks against Asmod until the start of Asmod’s next       Innate Spellcasting list that is available at will.
turn. In addition, the creature that had the lowest         Horn. Asmod makes a horn attack.
result (breaking ties randomly) is charmed by Asmod
until the start of Asmod’s next turn. While charmed,        Cast an Illusion (Costs 3 Actions). Asmod casts
the creature must follow Asmod’s orders to the best of      hypnotic pattern or mirage arcane, expending a use as
its ability (aside from orders simply to harm itself). If   normal.
the lowest result still exceeds the DC, the creature is     Shadow Actions
instead incapacitated until the start of Asmod’s next
turn instead of charmed.                                    On initiative count 20 (losing initiative ties), Asmod
                                                            takes a Shadow action to cause one of the following
Innate Spellcasting. Asmod’s spellcasting ability           effects.
is Charisma (spell save DC 20, +12 to hit with spell
attacks). Asmod can innately cast the following             Fog of Fear. Fog of fear (page 126; save DC 18)
spells as an 18th-level caster, requiring no somatic or     appears, filling a 20-foot cube centered on a point
material components:                                        Asmod can see within 120 feet. The fog disappears
                                                            when Asmod dies or uses this action again.
At will: charm person, dispel magic, vicious mockery
                                                            Rain of Wine. Wine falls in a 20-foot-radius, 90-foot-
3/day each: hypnotic pattern, mirage arcane                 high cylinder rising from a point Asmod can see within
1/day: prismatic spray                                      120 feet. The area is lightly obscured difficult terrain.
     Legendary Resistance (3/day). If Asmod fails a         A non-fiend creature that starts its turn inside or
       saving throw, he can choose to succeed instead.      enters for the first time on a turn must succeed on a
                                                                                                                        284
                                                                                             Fiend Lords
      DC 18 Constitution saving throw or be poisoned until
      it leaves Asmod’s Shadow. While it is poisoned, it
      has disadvantage on Intelligence and Wisdom saving
      throws. The rain disappears when Asmod dies or uses
      this action again.
      Storm of Souls. Intangible damned souls howl and
      shriek through a 20-foot-radius sphere centered on
      a point Asmod can see. Hiding creatures can’t be
      located by sound in the area. A non-fiend creature
      that starts its turn in the area or enters the area for
      the first time on a turn is
      exposed to soul seepage
      (page 123; save DC 18)
      and feels the effects
      immediately if it fails its
      save. The souls vanish
      when Asmod dies or
      uses this action again.
285
        Fiend Lords
                                                                a creature uses its action to douse the
Baphomet                                                        flames, the burning creature takes 1d10
                                                                fire damage at the start of each of its turns.
Lord Baphomet is a creature of extraordinary paranoia           A creature that catches hellfire is exposed to the
and possessiveness. He vacillates between brooding              psychic inferno curse (page 122).
in well-defended fortifications for years on end and         ✼ Underhell on Earth. Fleshy ground (page 126)
recklessly lashing out at perceived threats to his power.      slowly replaces the mortal terrain, pocked with
Of all Archlords, he most eagerly seizes upon any              boilpits, flame geysers, and suffocating ash pits.
opening into the mortal world, for he is convinced
that mortals will come to assault him in the Underhell       If Baphomet moves farther than 6 miles away, these
if he does not conquer them first. This paranoia has         effects disappear over the course of 1d10 days. The
won him many battles, but his mistrust of allies has         hellfire ends only 1d10 days after he dies or is ban-
also resulted in him being defeated and banished from        ished.
mortal worlds more often than any other Archlord.
He is, at heart, a thief, usurper, and jealous tyrant.       Baphomet in Combat
   Anyone who allows their fear and anxiety to over-
whelm their morality can become a vessel for Lord            Lord Baphomet is partially embedded in a magical-
Baphomet’s influence. He takes a special perverse joy        ly mobile wall that serves as a conduit for fiendish
in creating a Doomgate out of those who learn the            power. The wall can be attacked separately, and clever
nuances of evil magic in order to fight evil. During an      heroes may determine that destroying the wall weak-
invasion, he hoards the treasures of mortals, especially     ens Baphomet.
items capable of thwarting him, and seeks the most
impressive fortifications to hold in between violent
and sudden expansions of the front lines.
                                                                    Baphomet’s Avatar
   Crowns. Lord Baphomet wears one crown of the
                                                             Baphomet’s avatar has no Archlord’s Shadow and
Underhell.
                                                             no Shadow actions. It has the following changed
   Legions. Baphomet typically allies with the Ache-
                                                             statistics; all statistics, traits, actions, reactions, and
ron, Dis, Styx, and especially Annwn and Phlegethon
                                                             legendary actions not listed are the same as those of
legions.
                                                             Baphomet.
                                                                                                                           286
                                                                                                 Fiend Lords
      Lord Baphomet                                                Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
                                                                   target. Hit: 21 (3d10 + 5) piercing damage and, unless
      Huge fiend, lawful evil                                      Baphomet’s wall has been destroyed, 5 (1d10) fire
                                                                   damage. If the target is a creature, it is grappled (escape
      Armor Class 17 (natural armor)                               DC 15). Until the grapple ends, the target is restrained.
      Hit Points 218 (19d12 + 95)
                                                                   Hooves. Melee Weapon Attack: +11 to hit, reach 5
      Speed 25 ft., burrow 25 ft.                                  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage
       STR     DEX     CON     INT     WIS     CHA                 and, unless Baphomet’s wall has been destroyed, 5
                                                                   (1d10) fire damage and the target catches fire (as
      21 (+5) 18 (+4) 21 (+5) 18 (+4) 16 (+3) 19 (+4)
                                                                   described in Ravaged by Hellfire). If the target is a
      Saving Throws Str +11, Wis +9, Cha +10                       creature, it must succeed on a DC 19 Strength saving
      Skills Arcana +10, Perception +9                             throw or be knocked prone.
      Damage Immunities fire                                       Hellfire Breath (Recharge 4–6). Baphomet exhales
      Condition Immunities charmed, exhaustion, fright-            infernal fire in a 60-foot line that is 5 feet wide.
                                                                   Each non-fiend creature in that line catches fire (as
      ened, paralyzed, petrified, stunned
                                                                   described in Ravaged by Hellfire) and must make a
      Senses tremorsense 300 ft., truesight 120 ft., passive       DC 19 Dexterity saving throw, taking 26 (4d12) fire
      Perception 19                                                damage and 26 (4d12) necrotic damage on a failed
      Languages Abyssal, Infernal, telepathy 300 ft.               save, or half as much damage on a successful one.
                                                                   If Baphomet’s wall is destroyed, this attack deals 18
      Challenge 17 (18,000 XP)
                                                                   (4d8) fire damage and 18 (4d8) necrotic damage on
      Innate Spellcasting. Baphomet’s spellcasting ability         a failed save, or half as much damage on a successful
      is Charisma (spell save DC 18, +10 to hit with spell         one.
      attacks). Baphomet can innately cast the following
      spells as a 17th-level caster, requiring no somatic or
                                                                   Legendary Actions
      material components, so long as he has his wall:             Baphomet can take 3 legendary actions, choosing
                                                                   from the options below. Only one legendary action
      At will: sacred flame (half the damage is necrotic)
                                                                   option can be used at a time and only at the end of
      3/day each: flame strike, wall of fire                       another creature's turn. Baphomet regains spent
      1/day: incendiary cloud                                      legendary actions at the start of his turn.
      Legendary Resistance (3/day). If Baphomet fails a            Cantrip. Baphomet casts sacred flame.
      saving throw, he can choose to succeed instead.              Kick. Baphomet makes an attack with his hooves.
      Wall. Baphomet’s body is embedded in a magical wall          Cast a Spell (Costs 2 Actions). Baphomet casts a
      that moves with him. While Baphomet has his wall,            spell from his Innate Spellcasting list, expending a use
      he can’t be moved, grappled, poisoned, or knocked            as normal.
      prone by any other creature or force.
      Upon hitting Baphomet with an attack, an attacker
                                                                   Shadow Actions
      can choose to hit the wall instead. The wall has 90          On initiative count 20 (losing initiative ties),
      hit points and immunity to fire, poison, and psychic         Baphomet takes a Shadow action to cause one of the
      damage. When Baphomet is included in a spell or              following effects.
      effect that deals damage in an area, he can choose to        Land of Paranoia. A 20-foot-radius area becomes
      apply the damage to himself or to his wall. If the wall is   fleshy ground (page 126) that radiates hellish
      destroyed, Baphomet’s attacks deal less damage and           thoughts. Whenever a creature moves through an
      he can no longer cast innate spells.                         ally’s space on the fleshy ground, that ally must
                                                                   succeed on a DC 18 Wisdom saving throw or make an
      Actions                                                      opportunity attack against that creature. Whenever
      Multiattack. Baphomet casts sacred flame twice or            a creature on the fleshy ground tries to use the Help
      makes two melee attacks: one to bite and one with his        action, it must succeed on a DC 18 Wisdom saving
      hooves.                                                      throw or choose another action. The area reverts
                                                                   when Baphomet dies or uses this action again.
287
        Fiend Lords
Living Walls. Up to four walls of flesh and stone 10       creature that can see the writing within 30
feet by up to 10 feet rise from the ground at locations    feet must make a DC 18 Intelligence saving
Baphomet can see. Baphomet can reach around or             throw. On a failed save, it is blinded until initiative
over the walls to attack but has half cover against        count 20 of the next round. On a successful save,
Medium or smaller creatures on the other side. If a        it is immune to Baphomet’s Tempting Text for 24
creature would be surrounded on all sides by the wall      hours and it can use its action to attempt a DC 18
(or the wall and another solid surface), that creature     Intelligence (Arcana) check while within 10 feet of
can make a DC 18 Dexterity saving throw. On a              the text. On a successful check, the creature regains
success, it can use its reaction to move up to its speed   an expended spell slot of up to 4th level and the text
so that it is no longer enclosed. Each 10-foot square      disappears. The text also disappears when Baphomet
panel of the wall can be attacked and destroyed (AC        dies or uses this action again.
15, 30 hp, resistance to necrotic damage, immunity to
fire and psychic damage). The walls disappear when          A huge skull protrudes from a stone wall that seems
Baphomet dies or uses this action again.                    to blend into the ground around it even as it lurches
Tempting Text. Arcane writings appear over a 10-foot-       forward. Bone, horn, and hoofed limbs spiral in and
square span of any surface Baphomet can see. A              out of the stone, which does surprisingly little to
                                                            impede the creature’s movement.
                                                                                                                     288
                                                                                           Fiend Lords
                                                                 Chthon in Combat
      Chthon                                                     Each time Lord Chthon is injured, his ferocity
                                                                 increases. This is an indefinite effect, so if the heroes
      Lord Chthon is white-hot hatred and jealousy em-
      bodied. He rages against all the beauty of the mortal      fight Chthon, then go off and do something else
      world that he cannot have. He rages at the fiends who      for a few months before facing him again, he is still
      dare defy him. He rages endlessly. This makes him          ferocious. This can be a surprisingly serious problem
      exceptionally deadly to cross but also short-sighted.      if, for example, someone else besides the heroes fights
        Lord Chthon is a rampant force of destruction            Chthon and further agitates him.
      on the Material Plane. His invasion is a chaotic tide
      of blood and flame with little direction other than
      toward whatever gleams most brightly on the horizon.                 Chthon’s Avatar
      His Doomgates most often manifest through mortals
      who let their tempers override their morality and          Chthon’s avatar has no Archlord’s Shadow and
      sense of self. Suitable vessels include many legendary     no Shadow actions. It has the following changed
      warriors and mages, priests to most gods of battle,        statistics; all statistics, traits, actions, reactions, and
      and sovereigns who make war on a whim.                     legendary actions not listed are the same as those of
        Crowns. Lord Chthon wears two crowns of the              Chthon.
      Underhell.
        Legions. Lord Chthon typically allies with the           Hit Points 187 (15d10 + 105)
      Cocytus, Gehenna, Styx, or Tartarus legions.               Saving Throws —
                                                                 Skills Arcana +8, Perception +8
      Chthon’s Shadow                                            Senses tremorsense 300 ft., truesight 120 ft., passive
      Chthon’s presence causes the world to become chaot-        Perception 18
      ic, violent, and spiteful.                                 Challenge 14 (11,500 XP)
      Regional Effects                                           Innate Spellcasting. Spell save DC 18, +10 to hit with
                                                                 spell attacks
      Chthon’s presence causes all of the following magical
      effects when he comes within 6 miles.                      Actions
       ✼ Blessing of Rage. Whenever a creature in the           Melee Weapon Attack: +9 to hit
          region takes damage, it is tempted to become           Ranged Weapon Attack: +9 to hit; save DC 17
          reckless until the end of its next turn. While it is
          reckless, all attacks by and against it have advan-    Legendary Actions
          tage.                                                  Chthon’s avatar can take only 2 legendary actions.
       ✼ R ampaging Monsters. Ogres, minotaurs, evil
          wereboars, evil berserkers, and other creatures
          prone to violent tempers are drawn to Chthon’s          This giant humanoid has disproportionately large
          Shadow and corrupted, gaining a corruption trait        claws, a mass of entrails ending in a fanged mouth
          matching the legion he leads.                           extending from its stomach, an eyeless head that
       ✼ Ravaged by Poison and Blades. Bladed thickets           is almost entirely oversized jaws, and disconcert-
          (page 125) grow all over the region and remain          ingly out-of-place hooved limbs emerging from its
          indefinitely after Chthon’s departure. The thickets     shoulders.
          expose creatures they damage to underfiend bile
          (page 130) or wereboar lycanthropy.
      If Chthon moves farther away than 6 miles, these
      effects disappear over the course of 1d10 days. The
      ravages end only 1d10 days after he dies or is ban-
      ished.
289
        Fiend Lords
Lord Chthon                                                 Thrown Rock. Ranged Weapon Attack: +10 to hit, range
Large fiend, chaotic evil                                   150/600 ft., one target. Hit: 30 (4d12 + 4) bludgeoning
                                                            damage. The target creature must succeed on a DC 18
Armor Class 17 (natural armor)
                                                            Strength saving throw or be knocked prone.
Hit Points 250 (20d10 + 140)
Speed 30 ft., burrow 25 ft., climb 25 ft.                   Reactions
 STR     DEX     CON     INT     WIS     CHA                Chthonic Rage. When Chthon is damaged by an
                                                            enemy’s attack while he is touching the ground, he
19 (+4) 18 (+4) 25 (+7) 16 (+3) 17 (+3) 20 (+5)             howls with rage and his muscles bulge with infernal
Saving Throws Str +10, Con +13, Wis +9, Cha +11             strength. He gains a d4 Increasing Rage die until he
                                                            is reduced to 0 hit points or leaves the current plane
Skills Arcana +9, Perception +9
                                                            of existence. Each time he makes a weapon attack,
Damage Resistances bludgeoning, piercing, and               he rolls his Increasing Rage die and adds it to the
slashing damage from nonmagical attacks                     attack roll and the damage roll. If Chthon already had
Damage Immunities acid                                      an Increasing Rage die, instead it increases by one
Condition Immunities charmed, exhaustion, fright-           step as follows: d4, d6, d8, d10, d12, d20. If Chthon’s
                                                            Increasing Rage die is a d20, it can’t increase further.
ened, incapacitated, paralyzed, petrified, stunned
Senses tremorsense 300 ft., truesight 120 ft., passive      Legendary Actions
Perception 19                                               Chthon can take 3 legendary actions, choosing from
Languages Abyssal, Infernal, telepathy 300 ft.              the options below. Only one legendary action option
Challenge 18 (20,000 XP)                                    can be used at a time and only at the end of another
                                                            creature's turn. Chthon regains spent legendary
Innate Spellcasting. Chthon’s spellcasting ability          actions at the start of his turn.
is Charisma (spell save DC 19, +11 to hit with spell
                                                            Cast a Minor Spell. Chthon casts a spell from his
attacks). Chthon can innately cast the following
                                                            Innate Spellcasting list available at will.
spells as an 18th-level caster, requiring no material
components:                                                 Chew. Chthon makes an upper bite attack with
                                                            advantage against a creature he is grappling.
At will: acid splash, dispel magic, stone shape,
thunderwave                                                 Rabid Lunge (Costs 2 Actions). Chthon moves up to
                                                            half his speed directly toward an enemy that damaged
3/day each: compulsion, move earth
                                                            him since his last turn and makes two claw attacks
1/day: earthquake                                           against that creature if it is within reach. If either hits,
Legendary Resistance (3/day). If Chthon fails a saving      the target is knocked prone.
throw, he can choose to succeed instead.
                                                            Shadow Actions
Magic Resistance. Chthon has advantage on saving
                                                            On initiative count 20 (losing initiative ties), Chthon
throws against spells and other magical effects.
                                                            takes a Shadow action to cause one of the following
Actions                                                     effects. He can’t take the same action two rounds in
                                                            a row.
Multiattack. Chthon makes three attacks: one with his
lower bite and two with his claws.                          Erupting Blades. A bladed thicket (page 125) erupts
                                                            from all surfaces in a 60-foot-radius circle centered in
Upper Bite. Melee Weapon Attack: +10 to hit, reach 5        a point Chthon can see. Each creature within 5 feet of
ft., one target. Hit: 14 (3d6 + 4) piercing damage.         such a surface when the blades appear must succeed
Lower Bite. Melee Weapon Attack: +10 to hit, reach 5        on a DC 18 Dexterity saving throw or take 11 (2d10)
ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the   slashing damage. The thicket lasts until Chthon dies or
target is a creature, it is grappled (escape DC 14).        uses this action again.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,        Might of Earth. Chthon regains 33 (6d10) hit points
    one target. Hit: 13 (2d8 + 4) slashing damage.          and the use of his earthquake spell if he is touching
                                                            the ground.
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                                                                                               Fiend Lords
      Roaring Earth. A loud tremor rips through
      a 100-foot-radius circle centered on a
      point on the ground that Chthon can
      see within 300 feet. The area becomes
      difficult terrain and each creature on
      the ground must succeed on a DC 18
      Strength saving throw or fall prone. Any
      creature on the ground in the area
      concentrating on a spell must succeed
      on a DC 18 Constitution
      saving throw or lose
      concentration.
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                                                             ✼ R avaged by Poison. Pools of gloom
Geryon                                                          (page 128) and poisons (page 129) like
                                                                majestic breath and sequestering poison appear
Geryon is a primordial force of duplicity and betrayal.         in seemingly safe places across the land and remain
Each of his three aspects is both psychically linked and        indefinitely after Geryon’s departure, fading only
intent on different goals, willing and able to betray the       after he is banished from the world completely.
others to see Lord Geryon become the Archlord that          If Geryon moves farther than 6 miles, these effects
aspect desires. One wants to become master of illusion      disappear over the course of 1d10 days. The ravages
magic and pretty falsehoods; another wants to form an       end only 1d10 days after he dies or is banished.
alliance of fiends to storm the good planes of existence;
and the third wants to become a dark god of murder and
secrets worshiped across the many mortal worlds. All are    Geryon in Combat
eager to seize the spoils of an Underhell invasion.         Geryon has three connected bodies, which must each
   When Lord Geryon’s lieutenants go against his            be slain to destroy the fiend.
orders, he is surprisingly disinterested. Indeed, he is        Traitor Aspect. One aspect of this partially-united
adept at situating his minions such that when they          mind and body hopes to slay the others in order to
dare oppose his interests, they find that they have acci-   gain total control over their shared form. The traitor
dentally ruined their own goals or unwittingly helped       (typically the lower body) telepathically offers to go
Geryon more than themselves. This can be confusing          easy on the party in exchange for only attacking the
for all involved, since sometimes a minion’s plan           other two bodies. At the start of Geryon’s turn, if
involves furthering the schemes of one of Geryon’s          the traitor body has not been harmed since Geryon’s
aspects at the expense of another.                          last turn and at least one of the other bodies has, the
   Lord Geryon’s strategy in the mortal world is            traitor replaces his attack for that round with a slam
similarly tripartite: he seeks enough power to split        attack.
into three Archlords, requiring a tremendous number
of souls and evil magic items; he searches for mortal        This giant creature combines three humanoid frames
pawns to help flush out all the remaining threats to         into one conglomerate: two humanoid beings shoul-
the invasion; and he acquires tools useful in slay-          der-to-shoulder, each wielding a massive jawbone
ing other Archlords, including potential allies and          club and snarling with inhuman jaws like hungry pira-
possibly even other aspects of himself. Lord Geryon          nhas, and a third form lurching forward below them
                                                             with overlong arms and a gaping maw. Their entrails
delights in taking useful resources from mortals and
                                                             fuse together between the fiend’s two legs and below
turning them against their intended users.
                                                             the hoofed limb that joins the nearest shoulders of
   Crowns. Lord Geryon wears two crowns of the
                                                             the upper bodies.
Underhell.
   Legions. Geryon typically allies with the Gehenna,
Hades, Lethe, Pandemonium, and Sheol legions.
Geryon’s Shadow
Geryon’s presence causes the world to change in
subtler ways than most Archlords, sometimes catching
travelers unawares.
Regional Effects
Geryon’s presence causes all of the following magical
effects when he comes within 6 miles.
 ✼ Blessing of Betrayal. Creatures in the region gain
    the flaw “I betray those who trust me and eagerly
    help traitors in exchange for any cut of the spoils.”
 ✼ L iars. Harpies, lycanthropes, rakshasas, evil
    shapechangers, and other duplicitous creatures are
    drawn to Geryon’s Shadow and corrupted, gaining
     a corruption trait matching the legion he leads.
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                                                                                            Fiend Lords
      Lord Geryon                                               Actions
                                                                Multiattack. Geryon casts a spell from his Innate
      Large fiend, chaotic evil
                                                                Spellcasting list and makes three attacks: up to
      Armor Class 16 (natural armor)                            one bite and one attack with each of his two clubs,
      Hit Points 350 (28d10 + 196), divided among three         provided the appropriate bodies have not yet been
      bodies (see below)                                        slain. For each slain body, Geryon instead makes a
                                                                slam attack.
      Speed 30 ft., climb 30 ft.
                                                                Bite. Melee Weapon Attack: +13 to hit, reach 5 ft.,
       STR     DEX     CON     INT     WIS     CHA              one target. Hit: 17 (2d10 + 6) piercing damage and
      23 (+6) 16 (+3) 24 (+7) 19 (+4) 18 (+4) 21 (+5)           the target must make a DC 20 saving throw using the
                                                                ability score of its choice. On a failed save, that ability
      Saving Throws Con +14, Int +11, Wis +11, Cha +12
                                                                score is reduced by 1d6 until restored by greater
      Skills Arcana +11, Deception +12, Perception +18,         restoration or similar magic.
      Stealth +10
                                                                Necrotic Club. Melee Weapon Attack: +13 to hit,
      Damage Resistances bludgeoning, piercing, and             reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
      slashing from nonmagical attacks                          damage and 10 (3d6) necrotic damage. Unless the
      Damage Immunities necrotic                                target succeeds on a DC 20 Constitution saving throw,
      Condition Immunities charmed, deafened, exhaus-           its hit point maximum is reduced by the amount of
                                                                necrotic damage it takes until restored by greater
      tion, frightened, incapacitated, paralyzed, petrified,    restoration or similar magic.
      poisoned, stunned, unconscious
                                                                Withering Club. Melee Weapon Attack: +13 to hit,
      Senses darkvision 300 ft., truesight 120 ft., passive     reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
      Perception 28                                             damage and the target must succeed on a DC 20
      Languages Abyssal, Infernal, telepathy 300 ft.            Constitution saving throw or gain 1 level of exhaustion.
      Challenge 24 (62,000 XP)                                  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft.,
                                                                one target. Hit: 13 (2d6 + 6) bludgeoning damage and
      Innate Spellcasting. Geryon’s spellcasting ability        if the target is Medium or smaller, it is pushed up to 5
      is Charisma (spell save DC 20, +12 to hit with spell      feet in the direction of Geryon’s choice.
      attacks). Geryon can innately cast the following
      spells as a 20th-level caster, requiring no material      Legendary Actions
      components:
                                                                Geryon can take 3 legendary actions, choosing from
      At will: dispel magic, magic missile (2nd level), major   the options below. Only one legendary action option
      image, misty step, shocking grasp                         can be used at a time and only at the end of another
      Legendary Resistance (3/day). If Geryon fails a saving    creature's turn. Geryon regains spent legendary
      throw, he can choose to succeed instead.                  actions at the start of his turn.
      Three Bodies. Geryon has three bodies. When a             Scramble. Geryon moves up to 10 feet and makes a
      body is slain, Geryon can no longer make the attack       slam attack.
      corresponding to that body. Geryon can always make        Cast a Spell. Geryon casts a spell from his Innate
      slam attacks. An attacker that hits Geryon with an        Spellcasting list.
      attack or targets him with a spell or effect decides
      which body to target. Damage dealt to an area             Shadow Actions
      including Geryon is split evenly between the surviving    On initiative count 20 (losing initiative ties), Geryon
      bodies.                                                   takes a Shadow action to cause one of the following
      Right-Armed Body. 130 hp, wields Withering Club.          effects. He can’t choose the same action twice in a
                                                                row.
      Left-Armed Body. 100 hp, wields Necrotic Club.
                                                                Behind You. Geryon becomes invisible and teleports
      Lower Body. 120 hp, makes bite attacks.
                                                                to a location he can see within 60 feet. The
                                                                invisibility ends when he attacks or casts a
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              294
Fiend Lords
      spell.
      Horrifying Illusion. Geryon creates an illusion of a
                                                                            Geryon’s Avatar
      terrible danger (such as a pit filled with grasping
      zombies or rains of boiling oil) from the mind of a          Geryon’s avatar has no Archlord’s Shadow and no
      creature he is communicating with telepathically.            Shadow actions. It has the following changed statistics;
      It fills a 30-foot cube centered on a point Geryon           all statistics, traits, actions, reactions, and legendary
      can see. Each enemy that starts its turn in the area         actions not listed are the same as those of Geryon.
      or enters the area for the first time on a turn must
      succeed on a DC 20 Intelligence saving throw or              Hit Points 250 (20d10 + 140)
      take 16 (3d10) psychic damage. The area is difficult
                                                                   Saving Throws —
      terrain and lightly obscured for creatures that have
      failed this saving throw. Creatures who succeed on the       Skills Arcana +10, Deception +11, Perception +16
      saving throw or who succeed on a DC 20 Intelligence          Senses darkvision 300 ft., truesight 120 ft., passive
      (Investigation) check as an action can see through           Perception 26
      the area and automatically succeed on saving throws          Challenge 17 (18,000 XP)
      against the illusion. The illusion lasts until Geryon dies
      or uses this action again.                                   Innate Spellcasting. Spell save DC 19, +11 to hit with
      Rain of Bones. Bones fall briefly in a 30-foot-radius,       spell attacks
      120-foot-tall cylinder over a point Geryon can see           Right-Armed Body. 100 hp, wields Withering Club.
      within 90 feet. Creatures in the area must succeed
      on a DC 20 Dexterity saving throw or take 10 (3d6)           Left-Armed Body. 70 hp, wields Necrotic Club.
      bludgeoning damage, fall prone, and drop any objects         Lower Body. 80 hp, makes bite attacks.
      held in hand. The surface below becomes difficult
      terrain.                                                     Actions
                                                                   Multiattack. Geryon’s avatar makes three attacks (but
                                                                   doesn’t cast a spell): up to one bite and one attack
                                                                   with each club, provided the appropriate bodies have
                                                                   not yet been slain. For each slain body, Geryon’s
                                                                   avatar instead makes a slam attack.
                                                                   Melee Weapon Attack: +12 to hit; save DC 19
                                                                   Legendary Actions
                                                                   Geryon’s avatar can take only 2 legendary actions.
295
        Fiend Lords
                                                              saving throw or be poisoned. At the end
Humbaba                                                       of each long rest outside the Shadow, the
                                                              creature can make another saving throw, ending
Lord Humbaba is a patron of disease, decay, poison,           the condition on itself on a success.
warmongering, inciting hatred, and all malicious acts
                                                          If Humbaba dies or moves farther than 6 miles away,
centered around creating violence and chaos beyond
                                                          these effects disappear over the course of 1d10 days.
one’s control. He stokes the rage and frustration of
                                                          The pestilence lasts until Humbaba is banished.
fiends (especially void maggots) and mortals alike
to turn them to war for his benefit and amusement.
Humbaba favors underfiend minions, which he con-          Humbaba in Combat
siders aspects of his greatness.                          Lord Humbaba seeks to take on as many of his foes
   Lord Humbaba’s favored mortal vessels are crusad-      at once as possible, letting none rest or stay back from
ers, warlords, weapon-sellers, those who destabilize      the fray. He leaps into melee, biting every creature he
good governments, and hatemongers. His invasions          can. When he can’t reach all his foes in the same turn,
lead off with arson, pillaging, despoiling water sourc-   he shoots poison spikes at those too far away in order
es, and utter destruction of all infrastructure.          to keep them off-balance.
   Crowns. Lord Humbaba wears two crowns of the
Underhell.                                                 This singular beast has six hooved legs, three heads,
   Legions. Humbaba usually allies with fiends of the      and a long, scorpion-like tail. His central head has a
Acheron, Gehenna, Hades, Phlegethon, and Tartarus          leering, humanoid visage, but the head on each side
legions.                                                   is a grinning equine skull.
Humbaba’s Shadow
Humbaba’s presence generates pestilence and turns the             Humbaba’s Avatar
world’s bounty into deadly poisons.
                                                          Humbaba’s avatar has no Archlord’s Shadow and
Regional Effects                                          no Shadow actions. He has the following changed
                                                          statistics; all statistics, traits, actions, reactions, and
Humbaba’s presence within 6 miles might cause any
                                                          legendary actions not listed are the same as those of
of the following magical effects in the region.
                                                          Humbaba.
✼ Carriers. Diseased creatures proliferate in the
    region, many of them with a corruption trait
                                                          Hit Points 195 (17d12 + 85)
    matching a legion Humbaba leads. Aboleths,
    lycathropes, otyughs, rats, and other creatures       Saving Throws —
    that happen to carry diseases appear often. Even a    Skills Insight +9, Perception +9
    creature that isn’t corrupted that carries a com-     Senses darkvision 300 ft., truesight 60 ft., passive
    municable disease must make a DC 15 Wisdom            Perception 19
    saving throw upon entering the region or finishing    Challenge 15 (13,000 XP)
    a short or long rest there. On a failed save, it is
    magically compelled to expose another creature to     Innate Spellcasting. Spell save DC 17, +9 to hit with
    the disease as quickly as possible.                   spell attacks
✼ P  estilence. Pestilence spreads across the land and   Actions
    remains indefinitely after Humbaba’s departure,
    fading only after he is banished from the world       Bite. Melee Weapon Attack: +11 to hit; save DC 19
    completely. All the diseases of the Underhells        Poison Spike. Ranged Weapon Attack: +10 to hit; save
    (starting on page 123) are common in the region.      DC 18
    At the least, whenever a creature finishes a short    Tongue. Melee Weapon Attack: +11 to hit; save DC 18
    or long rest in the region, it is exposed to the
    deathlike rigor disease (page 124), except the save   Legendary Actions
    DC is 15.                                             Humbaba’s avatar can take only 2 legendary actions.
✼ P   oisonous Bounty. Plants and beasts become poi-
    sonous to eat, even to each other. A creature that
       eats one must succeed on a DC 15 Constitution
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                                                                                              Fiend Lords
      Lord Humbaba                                            Humbaba’s ranged attacks don’t gain disadvantage
                                                              from the target being within 5 feet.
      Huge fiend, chaotic evil                                Poison Spike. Ranged Weapon Attack: +11 to hit,
      Armor Class 18 (natural armor)                          range 100/300 ft., one target. Hit: 14 (2d8 + 5)
                                                              piercing damage and the target must succeed on a
      Hit Points 241 (21d12 + 105)
                                                              DC 19 Constitution saving throw or take 11 (2d10)
      Speed 50 ft., swim 30 ft.                               poison damage and be poisoned for 1 minute (which
       STR     DEX     CON     INT     WIS     CHA            doesn’t take effect inside Humbaba’s shadow). At
                                                              the end of each of the poisoned target’s turns outside
      22 (+6) 20 (+5) 21 (+5) 18 (+4) 19 (+4) 19 (+4)
                                                              Humbaba’s Shadow, the target must make another
      Saving Throws Str +12, Con +11, Wis +10, Cha +10        saving throw, taking 11 (2d10) poison damage on
      Skills Insight +10, Perception +10                      a failed save, or ending the condition on itself on a
                                                              success.
      Damage Immunities necrotic, poison
      Condition Immunities incapacitated, petrified, poi-     Tongue. Melee Weapon Attack: +12 to hit, reach 5 ft.,
                                                              one target. Hit: 13 (3d4 + 6) bludgeoning damage,
      soned
                                                              10 (3d6) necrotic damage, and the target is grappled
      Senses darkvision 300 ft., truesight 60 ft., passive    (escape DC 16). The target is exposed to deathlike
      Perception 20                                           rigor (page 124; save DC 19). Until the grapple ends,
      Languages Abyssal, Infernal, telepathy 300 ft.          Humbaba’s ranged attacks don’t gain disadvantage
                                                              from the target being within 5 feet.
      Challenge 20 (25,000 XP)
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        Fiend Lords
the sky or surface above. The area is lightly obscured
and difficult terrain. A creature that starts its turn in
the area or enters the area for the first time on a turn
is exposed to writhing flesh (page 125; save DC 18)
and must succeed on a DC 18 Dexterity saving throw
or it is blinded until initiative count 20 in the next
round. The rain stops when Humbaba dies or uses
this action again.
Pestilent Stench. A terrible stench fills a 60-foot-
radius sphere centered on a point Humbaba can
see. Each creature infected with a disease
or poison that starts its turn in the area
or enters the area for the first time on a
turn must make a saving throw against
the disease or poison, suffering the usual
consequences for failure but gaining no
benefit for success. The stench vanishes when
Humbaba dies or uses this action again.
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                                                            Fiend Lords
                                                                   and each spellcasting ability score it has reduced
      Jabootu                                                      by 1d4 until restored by a greater restoration spell
                                                                   or similar magic.
      Lord Jabootu is an embodiment of despair, especially          leshy Terrain. Fleshy terrain (page 126) appears
                                                                 ✼ F
      soul-weakening art and stories that spread panic, anx-       across the region and lingers indefinitely after
      iety, and hopelessness. Wherever he goes, he saps the        Jabootu’s departure, forming into leering faces
      willpower and vitality from all things. When he has          and occult patterns. Architecture and art become
      time, he is a forge and smith of the living protomatter      fleshy exaggerations of themselves.
      that composes the Underhell. He crafted several evil
      artifacts and magic items. The most famous of his          If Jabootu moves farther than 6 miles away, these
      works are the crowns of the Underhell used by many         effects disappear over the course of 1d10 days. The
      Archfiends, who paid him handsomely in souls and           degradation and fleshy terrain end only 1d10 days
      magical secrets for the items.                             after he dies or is banished.
         Lord Jabootu’s invasions tend to originate with
      creatures who have the callousness to cultivate or ex-     Jabootu in Combat
      ploit despair in others. Once in the mortal realm, he
      prioritizes psychological warfare: spectacular displays    Jabootu revels in the weakness he causes, and he
      of devastation centered on monuments, great works          focuses on further demoralizing any creatures he
      of art, and other cultural touchstones of the mortals      encounters before finally finishing them off. He
      he is subjugating.                                         knows better than to let his foes rally or stay back
         Crowns. Lord Jabootu wears two crowns of the            and support each other. He does his best to ensure all
      Underhell.                                                 foes are continually in danger (at least via his Deadly
         Legions. Lord Jabootu typically allies with the         Tedium).
      Acheron, Lethe, and Pandemonium legions.
                                                                          Jabootu’s Avatar
      Jabootu’s Shadow
      Jabootu’s presence causes the world to become dreary,      Jabootu’s avatar has no Archlord’s Shadow and
      colorless, and hopeless.                                   no Shadow actions. It has the following changed
                                                                 statistics; all statistics, traits, actions, reactions, and
      Regional Effects                                           legendary actions not listed are the same as those of
                                                                 Jabootu.
      Jabootu’s presence causes all of the following magical
      effects when he comes within 6 miles.
                                                                 Hit Points 147 (14d10 + 70)
       ✼ Blessing of Despair. Creatures in the area feel
                                                                 Saving Throws —
          compelled to give themselves up to be killed by
          Jabootu and his minions. Whenever a creature is        Skills Arcana +9, Perception +8
          attacked by a more powerful foe in the region, the     Senses blindsight 60 ft., truesight 120 ft., passive
          target can choose to give the attack roll advantage.   Perception 18
          If the attack deals at least 25 damage, the target     Challenge 15 (10,000 XP)
          gains a boon. This boon can be used as a reaction
          to negate one exposure to Degradation or to            Deadly Tedium. Save DC 17; 7 (2d6) psychic damage
          regain 20 hit points after taking damage.              Innate Spellcasting. Spell save DC 17, +9 to hit with
       ✼ F oul Art. Artists and creative monsters are           spell attacks
          inspired to create works of horrific and despair-in-
          ducing song and art. Hags, harpies, evil satyrs,
                                                                 Actions
          and other monsters that create or distort art or       Melee Weapon Attack: +10 to hit; save DC 18
          music are drawn to Jabootu’s Shadow and corrupt-       Agonizing Note. +9 to hit
          ed, gaining a corruption trait matching the legion
          he leads.                                              Legendary Actions
       ✼ D  egradation. Despair and weakness spread across      Jabootu’s avatar can take only 2 legendary actions.
          the land and remain indefinitely after Jabootu’s
          departure from the area. A creature that enters
          where his Shadow has been has its Strength score
299
        Fiend Lords
Lord Jabootu                                                Slap. Melee Weapon Attack: +11 to hit, reach 10 ft.,
                                                            one target. Hit: 10 (2d4 + 5) bludgeoning damage and
Large fiend, lawful evil                                    6 (1d12) thunder damage. If the target is Medium
                                                            or smaller it is moved up to 10 feet in the direction
Armor Class 17 (natural armor)                              of Jabootu’s choice unless it succeeds on a DC 19
Hit Points 220 (21d10 + 105)                                Strength saving throw.
Speed 30 ft., climb 30 ft.                                  Agonizing Note. Ranged Spell Attack: +10 to hit, range
 STR     DEX     CON     INT     WIS     CHA                150 ft., one target. Hit: 19 (3d12) thunder damage.
                                                            The target’s hit point maximum is reduced by the
21 (+5) 18 (+4) 21 (+5) 18 (+4) 17 (+3) 19 (+4)
                                                            amount of thunder damage it takes until it finishes a
Saving Throws Dex +10, Wis +9, Cha +10                      long rest.
Skills Arcana +10, Perception +9
                                                            Reactions
Damage Resistances psychic, thunder; bludgeon-
                                                            Contain Spell (3/Day). Jabootu absorbs a spell that
ing, piercing, and slashing damage from nonmagical
                                                            targets or includes him into the totem he carries. The
attacks                                                     spell has no effect. If the spell was cast at a slot level
Damage Immunities necrotic, poison                          equal to or greater than one or more of Jabootu’s
Condition Immunities exhaustion, frightened, para-          expended innate spells, he regains the use of one
lyzed, petrified, poisoned, stunned                         such spell.
Senses blindsight 60 ft., truesight 120 ft., passive        Legendary Actions
Perception 19
                                                            Jabootu can take 3 legendary actions, choosing from
Languages Abyssal, Infernal, telepathy 300 ft.              the options below. Only one legendary action option
Challenge 19 (22,000 XP)                                    can be used at a time and only at the end of another
                                                            creature's turn. Jabootu regains spent legendary
Innate Spellcasting. Jabootu’s spellcasting ability         actions at the start of his turn.
is Charisma (spell save DC 18, +10 to hit with spell
                                                            Slap. Jabootu makes a slap attack.
attacks). Jabootu can innately cast the following
spells as a 17th-level caster, requiring his totem          Agonizing Note. Jabootu makes an Agonizing Note
(which is never consumed) in place of any material          attack.
components:                                                 Cast an Effortless Spell. Jabootu casts a spell from his
At will: calm emotions, dispel magic, phantasmal killer,    Innate Spellcasting list available at will.
shatter, vicious mockery
1/day each: circle of death (6th level), hypnotic pattern
                                                            Shadow Actions
(3rd level), sleep (5th level)                              On initiative count 20 (losing initiative ties), Jabootu
                                                            takes a Shadow action to cause one of the following
Magic Resistance. Jabootu has advantage on saving           effects. He can’t choose the same action two rounds
throws against spells and other magical effects.            in a row.
Deadly Tedium. As a bonus action, Jabootu plays a           Cruel Caricature. Jabootu molds a part of the fleshy
cripplingly tedious song in the minds of all conscious      terrain into the likeness of a creature he can see
creatures of his choice that he can see within 150          within 90 feet. It becomes a simulacrum (as the spell)
feet. Each must succeed on a DC 18 Intelligence             of the creature except its alignment is chaotic evil,
saving throw or take 10 (3d6) psychic damage.               it is obsessed with destroying the original, and its
                                                            appearance is an unflattering exaggeration of the real
Actions                                                     creature’s. Roll initiative for the simulacrum, which
Multiattack. Jabootu makes either two ranged attacks        has its own turns. The simulacrum is charmed by
or three melee attacks: a bite with his upper head and      Jabootu, can’t use bonus actions or reactions, can’t
two slap attacks.                                           use spell slots of the highest two levels the target has,
   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,     and has no equipment other than nonmagical versions
       one target. Hit: 12 (2d6 + 5) piercing damage.       of the original’s weapons and scraps of clothing. It falls
                                                                                                                         300
                                                                                              Fiend Lords
      apart when Jabootu dies or uses this action again. Its   This towering, emaciated fiend seems more like an
      equipment vanishes 1 round after being separated         effigy than a living monster. It walks on two squat
      from it.                                                 arm-like hooves and has a strange mask-like head on
      Maddening Mural. Jabootu enters a surface within         its stomach as well as a grinning, eyeless head atop
      10 feet, becoming a 2-dimensional image of himself       its ribbed neck. Its long, skinny arms easily touch the
      as part of a horrific fiendish mural,                    ground while it stands.
      and moves up to 30 feet along
      the surface without provoking
      opportunity attacks before emerging
      in an unoccupied location within 10
      feet of his image. Each non-fiend creature
      within 60 feet of his path that can
      see his image must make a DC 18
      Intelligence saving throw. On a failed
      save, it can’t take reactions or bonus
      actions and its speed is reduced by 10
      feet until initiative count 20 of the next
      turn. In addition, any spellcasting ability
      it has is reduced by 1d4 until restored by
      the greater restoration spell or similar magic
      (unless it was already reduced by this
      or another of Jabootu’s abilities).
      Unbearable Tune. A relentlessly
      terrible song plays throughout a
      30-foot-radius sphere centered
      on a point Jabootu can see. Each
      creature that starts its turn in
      the area or enters the area for
      the first time on its turn must
      make a DC 18 Wisdom
      saving throw. On a
      failed save, each
      spellcasting ability it
      has is reduced by 1d4
      until restored by greater
      restoration or similar
      magic (unless it was
      already reduced by
      this or another of
      Jabootu’s abilities).
      The creature must
      use its movement to
      leave the area as quickly
      as possible, even if doing so
      puts it in danger, and then if
      it still is in the area and has an
      action to use, it must use its
      action to leave as well. The
      song ends when Jabootu dies
      or uses this action again.
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        Fiend Lords
                                                          If Orobas moves farther away than 6 miles,
Orobas                                                    these effects disappear over the course of 1d10
                                                          days. The curses end only 1d10 days after he dies
Lord Orobas is fiendish master of temptation and          or is banished.
pride. Certain of his strength and invulnerability, he
toys blatantly with other creatures, daring them to
strike. He obsesses over displaying his accumulated       Orobas in Combat
power, strength, and the magic items he has created.      Orobas is so certain of his own indestructibility and so
Lord Orobas knows the secret of creating crowns of        pleased with his obvious superiority over mere mortals
the Underhell (page 39) and wears three. He bribes        that he constantly wants to show off his boundless
the fiends of his legions into exceptional loyalty with   resources and powers. He doesn’t consider the possi-
magic items, especially skeletoys (page 42).              bility that he might lose, and he will never retreat. If
   Not unlike Lady Stheno (whom he condescends to         he is winning too easily, he taunts foes with courses of
ally with often), Lord Orobas tends to begin his inva-    action they haven’t thought of, even if that informa-
sions by exploiting creatures who believe themselves      tion might prove useful to them.
infallible, who are too proud ever to doubt their own
skill and righteousness. His victims might be arch-
mages, high priests, or even mighty heroes who have                 Orobas’s Avatar
earned their great confidence. Once in the mortal
world, Orobas is eager to destroy the works of mighty     Orobas’s avatar has no Archlord’s Shadow and no
beings. His forces watch for signs of worthy mortal       Shadow actions. It has the following changed statis-
heroes, who would make ideal targets for Orobas’          tics; all statistics, traits, actions, reactions, and legend-
obsession.                                                ary actions not listed are the same as those of Orobas.
   Crowns. Lord Orobas wears three crowns of the
Underhell.                                                Hit Points 184 (16d12 + 80)
   Legions. Orobas typically allies with the Annwn,       Saving Throws —
Gehenna, and Hades legions.
                                                          Skills Arcana +12, Perception +15
                                                          Senses tremorsense 300 ft., truesight 120 ft., passive
Orobas’s Shadow                                           Perception 25
Orobas’s presence causes the world to fill with cryptic   Challenge 19 (22,000 XP)
clues and cruelly inaccessible weapons.
                                                          Innate Spellcasting. Spell save DC 20, +12 to hit with
Regional Effects                                          spell attacks, all spells cast at minimum slot level
Orobas’s presence causes all of the following magical     Actions
effects when he comes within 6 miles.
                                                          Multiattack. Orobas makes a bite with his lower head
 ✼ M asterminds. Nagas, rakshasas, hags, evil mages,     and one Royal Medallion attack.
    and other creatures of exceptional self-importance
                                                          Bite. Melee Weapon Attack: +12 to hit; save DC 19
    and cleverness are drawn to Orobas’s Shadow and
    corrupted, gaining a corruption trait matching the    Royal Medallion. Melee or Ranged Weapon Attack: +12
    legion he leads.                                      to hit; save DC 20
 ✼ Ravaged by Curses. Curses, especially the gaping      Legendary Actions
    thoughts curse (page 122), spread across the land     Orobas’s avatar can take only 2 legendary actions.
    and remain indefinitely after Orobas’s departure,
    fading only after he is banished from the world
    completely. Unattended magic items left in the         This creature could pass for two, with an ogre-like
    region for 10 days might become cursed magic           fiend at first appearing to carry a smaller fiend on
    items of a similar type.                               a throne on its shoulders. On closer inspection,
 ✼ T  rapped Treasures. Traps such as pools of gloom      the seated figure, with a skull-like face and hooves
    and suffocating ash pits (page 128) appear near        instead of hands or feet, visibly shares its spine with
    useful items and defensible positions, especially      the larger body underneath.
    weapons that can hurt fiends.
                                                                                                                          302
                                                                                             Fiend Lords
      Lord Orobas                                              Royal Medallion. Melee or Ranged Weapon Attack:
                                                               +14 to hit, reach 10 ft. or range 20/60 ft., one
      Huge fiend, neutral evil                                 target. Hit: 13 (3d4 + 6) slashing damage and 17
                                                               (5d6) psychic damage. The Royal Medallion is left
      Armor Class 22 (natural armor)                           embedded in the target, who magically knows how
      Hit Points 299 (26d12 + 130)                             it can be used. A creature holding one can break it
      Speed 30 ft.                                             as a bonus action. The next time the creature makes
                                                               an attack roll against Orobas, the magic makes it
       STR     DEX     CON     INT     WIS     CHA             more effective. If the attack missed, the user gets
      23 (+6) 22 (+6) 21 (+5) 23 (+6) 17 (+3) 22 (+6)          a +5 bonus on the attack roll (which can make the
                                                               attack hit). If the attack hit, Orobas loses his damage
      Saving Throws Dex +14, Int +14, Wis +11, Cha +14
                                                               immunities against that attack and until the start of
      Skills Arcana +14, Perception +19                        his next turn. It does not know beforehand, but after
      Damage Resistances psychic                               using the medallion the creature must succeed on
      Damage Immunities cold, fire, lightning, poison;         a DC 22 Wisdom saving throw or gain an indefinite
      bludgeoning, piercing, and slashing from nonmagical      madness. While it has this madness, the creature
                                                               has disadvantage on saving throws against Orobas’s
      attacks
                                                               spells. If the creature dies while it has this madness, it
      Condition Immunities blinded, charmed, deafened,         becomes a void maggot and can’t be returned to life
      frightened, paralyzed, petrified, poisoned, stunned,     until the void maggot is slain.
      unconscious
      Senses tremorsense 300 ft., truesight 120 ft., passive
                                                               Legendary Actions
      Perception 29                                            Orobas can take 3 legendary actions, choosing from
                                                               the options below. Only one legendary action option
      Languages Abyssal, Infernal, telepathy 300 ft.           can be used at a time and only at the end of another
      Challenge 27 (105,000 XP)                                creature's turn. Orobas regains spent legendary
                                                               actions at the start of his turn.
      Innate Spellcasting. Orobas’s spellcasting ability is
      Intelligence (spell save DC 22, +14 to hit with spell    Bite. Orobas makes a bite attack.
      attacks). Orobas can innately cast the following         Cast an Effortless Spell. Orobas casts a spell from his
      spells as a 20th-level caster, requiring no material     Innate Spellcasting list available at will.
      components:
                                                               Cast a Spell (Costs 2 Actions). Orobas casts a spell
      At will: call lightning (6th level), dispel magic (5th   from his Innate Spellcasting list, expending a use as
      level), eldritch blast, phantasmal killer (9th level)    normal.
      1/day each: feeblemind, mass suggestion, power word
      stun, prismatic wall
                                                               Shadow Actions
                                                               On initiative count 20 (losing initiative ties), Orobas
      Legendary Resistance (3/day). If Orobas fails a saving
                                                               takes a Shadow action to cause one of the following
      throw, he can choose to succeed instead.
                                                               effects. He can’t choose the same option two rounds
      Magic Resistance. Orobas has advantage on saving         in a row.
      throws against spells and other magical effects.
                                                               Generous Trap. A 5-foot-wide pillar up to 60 feet
      Actions                                                  wide rises from the ground with a sun blade atop it.
                                                               A creature standing in the location where it appears
      Multiattack. Orobas makes three attacks: a bite with     must make a DC 20 Dexterity saving throw. On a
      his lower head and two Royal Medallion attacks.          failed save, it takes 14 (1d8 + 10) radiant damage as
      Bite. Melee Weapon Attack: +14 to hit, reach 5 ft.,      it is cut by the blade and falls to the ground (typically
      one target. Hit: 19 (3d8 + 6) piercing damage and 11     taking 6d6 bludgeoning damage from the fall) unless
      (2d10) poison damage. The target must succeed on a       it can hover. On a successful save, it is still cut by
      DC 21 Constitution saving throw or become poisoned       the sword but can choose to rise with it. The base of
      until the start of Orobas’s next turn.                   the pillar is surrounded on all sides by isolating
                                                               oubliettes (page 127), which a creature
303
        Fiend Lords
falling from the pillar falls into without another saving
throw. The sword, pillar, and traps vanish if Orobas
dies or uses this action again. Creatures on the pillar
when it vanishes fall; creatures in the oubliettes
reappear prone where they fell from (or in the nearest
unoccupied location, if that space is occupied).
Horde of Admirers. Orobas summons five
simpering maggots (page 209), three
leering grylluses (page 215), one flesheater
underfiend (page 223), or one rampant
cacodaemon (page 229) at a location he
can see within 60 feet. Roll initiative for
the fiends as a group, who have their own
turn. The fiends vanish if Orobas dies or
uses this action again.
Whispers of Glory. Disembodied voices
murmur about Orobas’s
achievements,
omnipotence, and
invulnerability in a 60-foot-
radius sphere centered on a
point Orobas can see within 300
feet. Each creature that enters
the area for the first time or starts
its turn in the area must
succeed on a DC
20 Wisdom saving
throw or use its all
its movement to
approach Orobas
and fall prone (as
quickly as possible
without taking
damage, if flying).
                                                                          304
                                                            Fiend Lords
                                                                    air. Wisdom (Survival) checks made to live off the
      Procrustes                                                    land, navigate the region, or track creatures have
                                                                    disadvantage and the DC is never less than 20.
      Lord Procrustes is an especially alien entity to the Ma-      Failing the check by 5 or more results in trav-
      terial Plane, even for a fiend of the Underhell. He is a      eling in the wrong direction at double speed or
      skilled creator of magic items and is often approached        instantly transporting far to the other side of the
      by fiend lords eager to access his creations and arcane       destination.
      knowledge, as well as his help in planning invasions
                                                                 If Procrustes moves farther than 6 miles away, these
      into other planes of existence.
                                                                 effects disappear over the course of 1d10 days. The
         Lord Procrustes ably exploits creatures smart
                                                                 curses and fiendish geometries revert only 1d10 days
      enough to learn about him but too arrogant to
                                                                 after he dies or is banished.
      acknowledge he might be too dangerous for them to
      handle. He usually invades the mortal world through
      arcane redoubts held by potent archmages who know          Procrustes in Combat
      too many dangerous arcane secrets. His invaders have       Procrustes is little interested in combat but enjoys
      orders to locate and secure sites, items, and creatures    studying the effects his magic has on mortals. He
      of magical power—especially unusual ones. When             rips apart the normal laws of space, exposing mortals
      seizing magical creatures, they also seize any relations   to alien geometries their bodies are not designed to
      and allies nearby that might prove useful leverage over    interact with.
      the creature.
         Crowns. Lord Procrustes wears three crowns of the
      Underhell.                                                      Procrustes’s Avatar
         Legions. Procrustes typically allies with the Hades,
      Pandemonium, Sheol, or Styx legions.                       Procrustes’s avatar has no Archlord’s Shadow, no Mag-
                                                                 ical Claw legendary action, and no Shadow actions.
      Procrustes’s Shadow                                        It has the following changed statistics; all statistics,
                                                                 traits, actions, reactions, and legendary actions not
      Procrustes’s presence causes the world to become           listed are the same as those of Procrustes.
      utterly alien to mortal life.
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        Fiend Lords
Lord Procrustes                                           Extradimensional Intrusion. Procrustes draws a many-
                                                          faceted three-dimensional diagram of glowing lines,
Large fiend, chaotic evil                                 which flies in the blink of an eye to envelop a creature
                                                          he can see within 150 feet. The diagram rips open a
Armor Class 17 (22 with shield)                           vortex to a random Underhell dimension, exposing
Hit Points 357 (34d10 + 170)                              the target to its dangerous properties. Roll 1d100. If
Speed 30 ft., fly 30 ft.                                  the result is less than the target’s hit point total, the
                                                          target’s body and soul are crushed and its hit point
 STR     DEX     CON     INT     WIS     CHA              total is reduced to that number unless it succeeds on
19 (+4) 25 (+7) 20 (+5) 25 (+7) 22 (+6) 21 (+5)           a DC 23 Charisma saving throw. If the result is more
                                                          than the target’s hit point total, the target’s body
Saving Throws Dex +15, Int +15, Wis +14, Cha +13
                                                          and soul are stretched beyond their limits and the
Skills Arcana +15, Perception +14                         target must make a DC 23 Charisma saving throw,
Damage Immunities force; bludgeoning, piercing, and       taking 61 (6d6 + 40) force damage on a failed save,
slashing from nonmagical attacks                          or half as much damage on a successful one. If the
Condition Immunities incapacitated, paralyzed, petri-     result exactly matches the target’s hit point total, it is
                                                          perfectly in tune with the space it is exposed to, and
fied, stunned, unconscious
                                                          rather than any harm, it gains inspiration.
Senses blindsense 300 ft., truesight 120 ft., passive
Perception 24                                             Reactions
Languages Abyssal, Infernal, telepathy 300 ft.            Shield. Procrustes can innately cast shield.
Challenge 28 (120,000 XP)
                                                          Legendary Actions
Innate Spellcasting (Psionics). Procrustes’s              Procrustes can take 3 legendary actions, choosing
spellcasting ability is Intelligence (spell save DC 23,   from the options below. Only one legendary action
+15 to hit with spell attacks). Procrustes can innately   option can be used at a time and only at the end of
cast the following spells, requiring no components:       another creature's turn. Procrustes regains spent
At will: arcane hand (8th level), dispel magic (8th       legendary actions at the start of his turn.
level), shield                                            Claw. Procrustes makes a claw attack.
1/day each: disintegrate, maze, prismatic spray, weird    Hungry Flight (Costs 2 Actions). Procrustes flies up
Legendary Resistance (3/day). If Procrustes fails a       to half his flying speed and makes a bite attack at
saving throw, he can choose to succeed instead.           any point during that movement. On a hit, the target
                                                          must succeed on a DC 20 Strength saving throw or be
Magic Resistance. Procrustes has advantage on             knocked prone.
saving throws against spells and other magical effects.
                                                          Magical Claw (Costs 3 Actions). Procrustes makes
Reactive. Procrustes can take one reaction on every       a claw attack. On a hit, he can cast a spell from his
turn in a combat.                                         Innate Spellcasting list, expending a use as normal. If
                                                          the spell has a target, he must choose the target he
Actions                                                   hit.
Multiattack. Procrustes either uses Extradimensional
                                                          Teleport (Costs 2 Actions). Procrustes teleports to an
Intrusion and makes a bite attack or makes four
                                                          unoccupied space he can see within 60 feet.
attacks: one bite and three claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft.,      Shadow Actions
one target. Hit: 16 (2d8 + 7) piercing damage and 11      On initiative count 20 (losing initiative ties),
(2d10) psychic damage.                                    Procrustes takes a shadow action to cause one of the
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,      following effects.
one target. Hit: 18 (2d10 + 7) slashing damage and 7      Cosmic Disruption. Procrustes creates a transparent
(2d6) force damage.                                       50-foot cube centered on a point he can see within
                                                          150 feet. Whenever a creature passes through a face
                                                                                                                       306
                                                                                           Fiend Lords
      of the cube, even by teleporting, it must succeed
      on a DC 20 Charisma saving throw or disappear
      through the Underhell for a brief moment
      and reappear in an unoccupied space of
      Procrustes’s choice within 10 feet of its
      original destination. Traveling through
      the Underhell deals 22 (4d10) psychic
      damage to the creature. The cube
      disappears when Procrustes
      dies or uses this action
      again.
      Magical Rift.
      Procrustes
      creates a
      field of
      swirling
      energy in
      a 60-foot-
      radius sphere
      centered on
      a point he can
      see within 90 feet.
      Whenever a non-
      fiend creature starts its
      turn in the sphere, it can
      feel the rift tear at its mind
      and body unless stalled by
      magical energy. The creature
      can expend a spell slot as a
      reaction to mitigate the effects
      of the sphere. It takes 27 (6d8)
      force damage reduced by 1d8
      per level of the expended spell
      slot. If the spell slot is at least
      6th level, the creature takes no
      damage at all. The rift disappears
      when Procrustes dies or uses this
      action again.
      Pervert Gravity. Procrustes
      chooses a point he can see within
      90 feet. Gravity is reversed in a 20-
      foot radius, 10-foot high cylinder
      centered on that point. All creatures
      and objects that aren’t somehow
      anchored to the ground in the area fall upward. A
      creature that succeeds on a DC 20 Dexterity saving
      throw can grab onto a fixed object it can reach,
      thus avoiding the fall. If some solid object (such as a     This gigantic, winged, wasp-like fiend has humanoid
      ceiling) is encountered in this fall, falling objects and   legs and six long, insectile claws. His face is a trio of
      creatures strike it just as they would during a normal      skulls.
      downward fall. If an object or creature reaches the top
      of the area without striking anything, it remains there,
      oscillating slightly. When Procrustes dies or uses this
      action again, affected objects and creatures fall back
      down.
307
        Fiend Lords
                                                            If Pulgasaur moves farther than 6 miles
Pulgasaur                                                   away, these effects disappear over the course of
                                                            1d10 days. The rust ends 1d10 days after he dies or
Lord Pulgasaur exemplifies exploitation and greed.          is banished.
His Underhell vaults, built of rusted metal fused
with quivering flesh, are legendary for their troves of
artifacts from a dozen worlds. He rarely entrusts his       Pulgasaur in Combat
magic items to his servants and pays legions in his         Pulgasaur is reborn from his own corpse when he is
employ only the bare minimum to ensure obedience.           killed. He must be defeated three times to be truly
   Lord Pulgasaur most easily invades through mortals       banished, and he can only be truly killed if he dies
who live off those they exploit, such as robber barons      three times in the Underhell. Though paranoid, Pulga-
and vampire lords, but he might just as easily subvert      saur believes his elaborate rebirth is enough to protect
the protectors of a city ruled by colonialists or greedy    him from most foes. Only in his final form does he
merchants. He is not as reckless as most Archlords,         contemplate caution, and even then, caution for him
since he obsessively collects rare novelties from among     usually involves quickly killing the most dangerous
the ruins of the mortal world (and other worlds).           threats before moving on to others who would dare
Once he has amassed treasures, he guards them with          plunder his hoard.
extreme paranoia.                                              Breaking up the Fight. If heroes engage Pulgasaur
   Crowns. Lord Pulgasaur wears three crowns of the         and retreat so they can regroup between facing his
Underhell.                                                  multiple forms, treat Pulgasaur’s first (bronze) form as
   Legions. Lord Pulgasaur typically allies with the        challenge rating 17 (18,000 XP), his second (mithral)
Annwn, Gehenna, Pandemonium, and Styx legion.               form as challenge rating 20 (25,000 XP), and his third
                                                            (adamantine) form as challenge rating 22 (41,000
                                                            XP).
Pulgasaur’s Shadow
Lord Pulgasaur’s presence causes the world to corrode,       This lizard-like humanoid giant has corroded bronze
leaving only its rarest treasures unharmed.                  scissors longer than a human is tall in place of each
                                                             arm. His joints are covered in bronze plates, exposing
Regional Effects                                             a grimacing face on his belly.
Pulgasaur’s presence causes the following magical
effects after he comes within 6 miles:
 ✼ Blessing of Greed. A creature approaching an
    incapacitated, paralyzed, unconscious, or dead
    creature feels a foreign impulse to steal from it.
    Whenever a creature in the shadow steals from
    a dead, incapacitated, paralyzed, or unconscious
    creature, the thief gains 10 temporary hit points
    that last until the stolen object is returned. If the
    stolen item requires attunement, the thieving crea-
    ture can attune to it as a bonus action. Recovering
    items after slaying Pulgasaur himself (any of the
    times he dies) triggers this blessing.
     ieves. Vampires, evil rogues, wererats, hags, la-
 ✼ Th
    mias, medusas, doppelgangers, and other creatures
    prone to stealing are drawn to Pulgasaur’s shadow
    and corrupted, gaining a corruption trait match-
    ing the legion he leads.
 ✼ Ravaged by Rust. Rust and corrosion spread
    across the land and remain indefinitely after Pul-
    gasaur’s departure, fading only after he is banished
    from the world completely. Hazards such as rusted
    bladed thickets, fog of fear, and isolating oubli-
      ettes (page 127) appear throughout the region.
                                                                                                                       308
                                                                                            Fiend Lords
      Lord Pulgasaur                                              very rare magic swords (such as greatswords of
                                                                  sharpness) made of mithral.
      Large fiend, lawful evil                                    If Pulgasaur dies a third time, he is defeated as
      Armor Class 14 (breastplate)                                normal for an Archlord. His discarded armor
                                                                  becomes two very rare magic shields (such as +3
      Hit Points 180 (19d10 + 76)
                                                                  shields or spellguard shields) made of adamantine
      Speed 30 ft., climb 30 ft., swim 30 ft.                     or a legendary set of armor (such as armor of
       STR     DEX     CON     INT     WIS     CHA                invulnerability) made of adamantine and his two
                                                                  discarded scissors become four legendary magic
      19 (+4) 11 (+0) 19 (+4) 20 (+5) 17 (+3) 18 (+4)
                                                                  swords (such as vorpal greatswords or defenders)
      Saving Throws Str +12, Con +12, Wis +11, Cha +12            made of adamantine.
      Skills Arcana +13, Perception +11
                                                                  Actions
      Damage Vulnerabilities lightning
                                                                  Multiattack. Pulgasaur makes either two ranged
      Damage Resistances bludgeoning, piercing, and
                                                                  attacks or three melee attacks: one with Rusting
      slashing from nonmagical attacks                            Tongue and two with his scissors.
      Damage Immunities acid
                                                                  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
      Condition Immunities blinded, charmed, exhaustion,          one target. Hit: 13 (2d8 + 4) piercing damage and 7
      frightened, paralyzed, petrified, stunned                   (2d6) acid damage.
      Senses blindsight 300 ft., truesight 120 ft., passive       Scissors. Melee Weapon Attack: +12 to hit, reach 10
      Perception 21                                               ft., one target. Hit: 15 (2d10 + 4) slashing damage. If
      Languages Abyssal, Infernal, telepathy 300 ft.              Pulgasaur rolled a 20, one of the target’s limbs (not
                                                                  its head) is lopped off. A lost leg reduces the target’s
      Challenge 26 (90,000 XP)
                                                                  speed by 10 feet.
      Legendary Resistance (3/day). If Pulgasaur fails a          Boomerang Blade. Ranged Weapon Attack: +12 to
      saving throw, he can choose to succeed instead.             hit, range 80/240 ft., one target. Hit: 15 (2d10 + 4)
      Magic Resistance. Pulgasaur has advantage on saving         slashing damage. The blade magically returns to
      throws against spells and other magical effects.            Pulgasaur.
      Magic Weapons. Pulgasaur’s weapon attacks are               Rusting Tongue. Pulgasaur makes a bite attack. On a
      magical.                                                    miss, if the target is wearing metal armor, its Armor
                                                                  Class is reduced by 3 until repaired by a mending
      Violent Rebirth. When Pulgasaur is reduced to 0 hit         spell. If the armor’s AC is reduced to 10 or less, it is
      points, he dies and his old armor and weapons fall          destroyed unless it is magical.
      off him, but his body glows with fiendish power. His
      discarded armor becomes two rare magic shields              Reactions
      (such as +2 shields or arrow-catching shields) made of
                                                                  Eat Weapon. When Pulgasaur is hit by a metal
      bronze, while his two discarded scissors become four
                                                                  weapon, he bites it after it deals damage to him. If the
      rare magic swords (such as vicious longswords) made
                                                                  weapon is nonmagical, it is instantly destroyed. If it is
      of bronze. At the end of his next turn, he is reborn with
                                                                  magical, it takes a cumulative –1 penalty to damage
      new mithral equipment and regains all his hit points.
                                                                  rolls until repaired by the mending spell or a similar
      His Armor Class increases to 17 (+2 half plate) and
                                                                  effect.
      the damage from his scissors and from his boomerang
      blade increase to 26 (4d10 + 4).                            Legendary Actions
      The second time Pulgasaur is reborn, his Armor              Pulgasaur can take 3 legendary actions, choosing
      Class increases to 20 (+2 adamantine plate), and            from the options below. Only one legendary action
      the damage from his now-adamantine scissors and             option can be used at a time and only at the end of
      boomerang blade each increase to 42 (7d10 + 4). His         another creature's turn. Pulgasaur regains spent
      discarded armor becomes two very rare magic shields         legendary actions at the start of his turn.
      (such as +3 shields or spellguard shields) made of
      mithral and his two discarded scissors become four          Slice. Pulgasaur attacks with his scissors.
309
        Fiend Lords
Steal Magic. Pulgasaur casts dispel magic, using            Shadow Actions
Intelligence as his spellcasting ability. If he dispels a
spell, he gains a flying speed of 60 feet and advantage     On initiative count 20 (losing initiative ties), Pulgasaur
on his next attack roll until the end of his next turn.     takes a shadow action to cause one of the following
                                                            effects; he can’t choose the same option two rounds
Hungry Rush (Costs 2 Actions). Pulgasaur moves up           in a row:
to half his speed and can use Rusting Tongue once on
each creature that he is within 5 feet of at any point      Erupting Blades. Shards of rusty metal explode from
during the movement.                                        all surfaces in a 30-foot-radius circle centered on a
                                                            point Pulgasaur can see within 120 feet. The area
                                                            becomes difficult terrain and each creature in the area
                                                            must succeed on a DC 20 Dexterity saving throw or
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                                                                                              Fiend Lords
      take 10 (3d6) slashing damage. A creature can treat
      any 5-foot square of the area as normal terrain but          Hit Points 133 (14d10 + 56)
      takes 3 (1d6) slashing damage for each such square           Saving Throws —
      that it enters. Upon being damaged by the blades for         Skills Arcana +11, Perception +9
      the first time, a creature also has its speed reduced        Senses tremorsense 300 ft., truesight 120 ft., passive
      by 10 feet until it regains at least 1 hit point. If the
      creature is damaged by the blades again after being          Perception 19
      healed, it is subject to the speed reduction again. The      Challenge 19 (22,000 XP)
      blades remain until Pulgasaur dies or uses this action
      again.                                                       Violent Rebirth. When Pulgasaur’s avatar is reduced
                                                                   to 0 hit points, it dies and its old armor and weapons
      Hellish Vault. A 10-foot cube of flesh and metal             fall off, but its body glows with fiendish power. Its
      panels matching Pulgasaur’s armor erupts from a              discarded armor becomes two uncommon magic
      surface Pulgasaur can see within 120 feet. It swallows       shields (such as +1 shields) made of bronze and
      all Large or smaller unattended objects in its area as       his two discarded scissors become four uncommon
      it appears. A creature in its space must make a DC 20        magic swords (such as +1 longswords) made of
      Dexterity saving throw, becoming trapped inside on           bronze. At the end of its next turn, the avatar is
      a failed save and moving to the nearest unoccupied           reborn with new mithral equipment and regains all
      space on a successful one. Anything trapped inside is        its hit points. Its Armor Class increases to 17 (+2 half
      blinded and has total cover against anything outside         plate) and the damage from its scissors and from
      and takes 17 (5d6) acid damage at initiative count 20        boomerang blade increases to 20 (3d10 + 4).
      each turn. Creatures outside the cube also have cover
      against creatures inside it. The door can be forced          The second time Pulgasaur’s avatar is reborn, its
      open with a successful DC 20 Strength (Athletics)            Armor Class increases to 20 (+2 adamantine plate),
      check as an action and its lock can be picked with           and the damage from its now-adamantine scissors
      a successful DC 20 Dexterity (thieves’ tools) check          and from boomerang blade increases to 26 (4d10
      as an action. The vault door can be attacked and             + 4). Its discarded armor becomes two rare magic
      destroyed (AC 18, 25 hp, vulnerability to lightning          shields (such as +2 shields or arrow-catching shields)
      damage, immunity to acid and psychic damage). The            made of mithral and its two discarded scissors
      vault opens and disappears if Pulgasaur dies or uses         become four rare magic swords (such as scimitars of
      this action again.                                           wounds) made of mithral.
      Tempting Treasure. A 5-foot-wide mound of glittering         If Pulgasaur’s avatar dies a third time, it is defeated
      coins, gems, and weapons appears at a point                  as normal for a lesser lord. Its discarded armor
      Pulgasaur can see within 120 feet. A creature that           becomes two rare magic shields (such as +2 shields
      can see the treasure at the start of its turn must           or arrow-catching shields) made of adamantine or a
      succeed on a DC 20 Intelligence saving throw or use          very rare set of armor (such as demon armor) and its
      its action and movement for the turn trying to reach         two discarded scissors become two very rare magic
      and take the treasure by as direct a route as possible.      swords (such as greatswords of sharpness) made of
      The treasure is a magical visual illusion that vanishes      adamantine.
      if touched or if a dispel magic spell is cast on it. The
      treasure also vanishes if Pulgasaur dies or uses this
                                                                   Actions
      action again.                                                Melee Weapon Attack: +10 to hit
                                                                   Ranged Weapon Attack: +10 to hit
            Pulgasaur’s Avatar                                     Legendary Actions
                                                                   Pulgasaur’s avatar can take only 2 legendary actions.
      Pulgasaur’s avatar has no Archlord’s Shadow and no
      shadow actions. It has the following changed statistics;
      all other statistics, traits, actions, reactions, and leg-
      endary actions not listed are the same as Pulgasaur’s.
         Breaking up the Fight. If heroes engage Pulgasaur’s
      avatar and retreat so that they can regroup between
      facing its multiple forms, treat the avatar’s first
      (bronze) form as challenge rating 12 (8,400 XP), his
      second (mithral) form as challenge rating 14 (11,500
      XP), and his third (adamantine) form as challenge
      rating 16 (15,000 XP).
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                                                           Scylla in Combat
Scylla                                                     Scylla has five serpentine heads in addition to her
                                                           humanoid main head. Removing the snake heads is
Lady Scylla is the Archlord of preying on the weak.
Hers is an evil of convenience, cruelty, and fragile       the best way to keep her attacks in check, but doing so
pride. She hunts down anyone who knows how she             is dangerous because of the infectious gore that sprays
ascended to Archlord status to destroy any trace of her    all over.
origins. Most of the time, she brutalizes weaker fiends,
especially those serving her, to discourage rebellion.
   Lady Scylla most easily exploits those who exploit                Scylla’s Avatar
scapegoats and underclasses. Her invasion erupts
from the palaces of unjust rulers, vampire lords,          Scylla’s avatar has no Archlord’s Shadow and no Shad-
slaver kingpins, and supposedly benevolent autocrats.      ow actions. It has the following changed statistics;
During invasions, she prioritizes pockets of vulnerable    all statistics, traits, actions, reactions, and legendary
and highly influential or sympathetic targets. These       actions not listed are the same as those of Scylla.
she uses as hostages to slow down resistance while she
conquers durable outposts to expand her influence          Hit Points 199 (19d10 + 95)
farther and farther afield.                                Saving Throws —
   Crowns. Lady Scylla wears one crown of the Under-       Skills Arcana +9, Perception +8
hell.
                                                           Senses tremorsense 300 ft., truesight 120 ft., passive
   Legions. Lady Scylla typically allies with the Cocy-
                                                           Perception 18
tus, Dis, Tartarus, or Sheol legions.
                                                           Challenge 14 (11,500 XP)
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      Lady Scylla                                                   Whenever Scylla takes 50 or more damage in a single
                                                                    turn, one of her snake heads dies; lower heads die
      Large fiend, lawful evil                                      before upper snake heads can die. Beheading Scylla
                                                                    with a vorpal sword likewise removes one of her snake
      Armor Class 17 (natural armor)                                heads in the same order; all her snake heads must be
      Hit Points 231 (22d10 + 110)                                  removed before such an attack can remove her main
      Speed 25 ft., climb 25 ft., swim 25 ft.                       head.
       STR     DEX     CON     INT     WIS     CHA                  At the end of her turn, Scylla regrows one dead snake
                                                                    head, requiring no action on her part. She regains 10
      21 (+5) 18 (+4) 21 (+5) 18 (+4) 16 (+3) 19 (+4)
                                                                    hit points for each head regrown in this way.
      Saving Throws Dex +10, Wis +9, Cha +10
      Skills Arcana +10, Perception +9
                                                                    Actions
      Damage Resistances acid, fire, psychic; bludgeoning,          Multiattack. Scylla attacks with up to three heads.
                                                                    Her main head can use Bile Breath (if available), Spit
      piercing, and slashing from nonmagical attacks
                                                                    Venom, or cast a cantrip she knows. Her two upper
      Damage Immunities poison                                      snake heads can each use Upper Bite or Spit Venom.
      Condition Immunities blinded, charmed, deafened,              Her three lower snake heads can use Lower Bite or
      exhaustion, frightened, grappled, incapacitated, para-        Spit Venom.
      lyzed, petrified, poisoned, prone, stunned                    Upper Bite. Melee Weapon Attack: +11 to hit, reach
      Senses tremorsense 300 ft., truesight 120 ft., passive        10 ft., one target. Hit: 12 (2d6 + 5) piercing damage
      Perception 19                                                 and 5 (1d10) poison damage.
      Languages Abyssal, Infernal, telepathy 300 ft.                Lower Bite. Melee Weapon Attack: +11 to hit, reach 5
                                                                    ft., one target. Hit: 8 (1d6 + 5) piercing damage and 5
      Challenge 18 (20,000 XP)
                                                                    (1d10) poison damage.
      Innate Spellcasting. Scylla’s spellcasting ability is         Spit Venom. Ranged Weapon Attack: +10 to hit, range
      Charisma (spell save DC 18, +10 to hit with spell             60/240 ft., one target. Hit: 5 (1d10) poison damage.
      attacks). Scylla can innately cast the following spells
                                                                    Bile Breath (Recharge 4–6). Scylla exhales diseased
      as an 18th-level caster, requiring no somatic or
                                                                    acid in a 60-foot line that is 5 feet wide. Each creature
      material components:
                                                                    in that line is exposed to writhing flesh (page 125;
      At will: acid splash, sacred flame                            save DC 19) and must make a DC 19 Dexterity saving
      3/day each: contagion, insect plague                          throw, taking 54 (12d8) acid damage on a failed save,
                                                                    or half as much damage on a successful one.
      1/day: regenerate
      Legendary Resistance (2/day). If Scylla fails a saving        Reactions
      throw, she can choose to succeed instead.                     Noxious Beheading. When one of Scylla’s snake
      Magic Resistance. Scylla has advantage on saving              heads dies, Scylla sprays diseased ichor in a 30-foot
      throws against spells and other magical effects.              cone in the direction of her choice. Each creature in
                                                                    the cone must succeed on a DC 19 Dexterity saving
      Reactive Heads. For each snake head Scylla has,               throw or take 13 (3d8) acid damage and become
      she gets an extra reaction that can be used only for          infected with writhing flesh ( page 125; save DC 19).
      opportunity attacks or Noxious Beheading.
      Rotting Glance. A creature that starts its turn able          Legendary Actions
      to see Scylla must make a saving throw against each           Scylla can take 3 legendary actions, choosing from
      disease it is affected by as if it had fulfilled the normal   the options below. Only one legendary action option
      mechanism of the disease’s escalation; if they fail           can be used at a time and only at the end of another
      this saving throw, the disease progresses. This saving        creature's turn. Scylla regains spent legendary actions
      throw cannot cause the disease to improve.                    at the start of her turn.
      Snake Heads. Scylla has five snake heads in addition          Leg Bite. Scylla makes a Lower Bite attack.
      to her humanoid main head.
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              314
Fiend Lords
      Revive Head. One of Scylla’s severed heads grows
      into a giant constrictor snake. Roll initiative for it; it
      has its own turns.
      Spit Venom. Scylla makes a Spit Venom attack.
      Cast a Spell (Costs 2 Actions). Scylla casts a spell
      from her Innate Spellcasting list, expending a use as
      normal.
      Shadow Actions
      On initiative count 20 (losing initiative ties), Scylla
      takes a Shadow action to cause one of the following
      effects:
      Revolting Sinkhole. A 10-foot radius circular pit of
      stinking acid opens in the ground centered on a point
      Scylla can see. Each creature atop the area when it
      appears must succeed on a DC 19 Dexterity saving
      throw or fall in. A creature that starts its turn in the
      pit takes 18 (4d8) acid damage. The thick, acidic
      mud in the pit requires a successful DC 19 Strength
      (Athletics) check to swim through or climb out of.
      Swarming Snakes. A swarm of poisonous snakes
      appears at a location Scylla can see. Roll initiative for
      it; it has its own turns.
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        Fiend Lords
                                                           Regional Effects
Spider Mastermind                                          The Spider Mastermind’s presence causes all of
                                                           the following magical effects when he comes within
The most potent active Archlord is known only as
                                                           6 miles.
the Spider Mastermind. His true name is a closely
guarded secret recorded only in lost and cursed tomes       ✼ Blessing of Cowardice. Creatures in the area
remote from the known world. He draws upon the                 rally at the thought of not having to face their
ancient evil of true selfishness and the conviction that       fears. Whenever a creature flees from a fight, it
one is simply better, more important, or beyond other          loses 1 level of exhaustion. It also gains advantage
sentient beings.                                               on Charisma checks until it finishes a long rest
   Infinitely patient, the Spider Mastermind invades           or willingly engages a significant threat to its life
only once he has many contingencies in place to gain           without retreating.
something even in defeat. He prefers to invade realms       ✼ S chemers. Oni, rakshasa, hags, evil archmages,
of exceptional security, with famous and powerful              and other creatures prone to hubris and manipu-
protectors he can strike down all at once. In the mor-         lating others are drawn to the Spider Mastermind’s
tal realm, his ambitions include stealing holy artifacts       Shadow and corrupted, gaining a corruption trait
for corruption, using mortal worlds as beachheads for          matching the legion he leads.
invading other worlds, and finding weak points to           ✼ T  raps Everywhere. Infernal structures and traps
invade the good-aligned planes.                                spread across the land and remain indefinitely af-
   Master Manipulator. One or more lesser fiend                ter the Spider Mastermind’s departure, fading only
lords usually work for the Spider Mastermind at any            after he is banished from the world completely.
given time, each executing different parts of his com-         These devices resemble common traps (including
plex plans. He has even been known to manipulate               noxious acid pits, vicious halos, boilpits, bladed
other Archlords to steal things for him during their           thickets, and other hazards starting on page 125),
own invasions. Thus, his designs can move forward              implements of torture, and items useful for the
even after another Archlord is defeated. When he               logistics of the fiendish invasion. These provide his
leads an invasion, the Spider Mastermind often makes           fiends with metal and flesh fortifications and cause
it appear another Archlord is responsible. To truly end        traps to magically appear near pockets of mortal
the threat, heroes must deduce the Spider Master-              survivors.
mind’s involvement from clues.
   Insidious Collector. An invasion is the Spider Mas-     If the Spider Mastermind moves farther than 6 miles
termind’s opportunity to collect means of increasing       away, these effects disappear over the course of 1d10
his own power. His minions seek out worthy heroes,         days. The traps disappear 1d10 days after he dies or is
whose hearts he can use for profane rituals. The           banished.
minions seize citadels whose locations can form points
in a nation-spanning fiendish glyph to enhance his         The Spider Mastermind in Combat
power and control over the world. They collect sacred
relics, artifacts, and legendary magic items to fuel his   The Spider Mastermind plays the long game, studying
power and weaken his enemies.                              foes to learn exactly how to exploit their weaknesses.
   Increasing Threat. If the Spider Mastermind is left     He is happy to let foes flee, knowing that time only
to his own devices for too long, he can collect items      favors his meticulous plans.
that provide practical or magical leverage against spe-
cific heroes or all heroes in that world, which increase    An armored metal construct with spidery legs carries
his Insightful Attack damage.                               a scowling fiend whose human-sized body looks puny
   Crowns. The Spider Mastermind wears four crowns          in comparison to its pulsating brain the size of a large
of the Underhell.                                           shed.
   Legions. The Spider Mastermind typically allies with
the Annwn, Acheron, Pandemonium, and Sheol legions.
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                                                                                            Fiend Lords
      Spider Mastermind                                           that attacks him or casts a spell while he can see
                                                                  that creature with his truesight. If the creature flees
      Huge fiend, lawful evil                                     combat afterward, the Spider Mastermind gains 3d6
                                                                  Insight dice linked to that creature, which improve his
      Armor Class 17 (natural armor)                              Insightful Attack against that creature (by 10 [3d6]
      Hit Points 495 (30d12 + 300)                                damage), provided he hasn’t already gained Insight
      Speed 40 ft., climb 25 ft.                                  dice for that creature in the past 24 hours.
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              318
Fiend Lords
      Cast a Middling Spell (Costs 2 Actions). The Spider
      Mastermind casts a spell from his Innate Spellcasting          The Spider Mastermind’s
      list that is available thrice per day, expending a use as
      normal.
                                                                             Avatar
      Cast a Minor Spell. The Spider Mastermind casts a
                                                                    The Spider Mastermind’s avatar has no Archlord’s
      spell from his Innate Spellcasting list available at will.
                                                                    Shadow and no Shadow actions. It has the following
      Dart. The Spider Mastermind makes a dart attack.              changed statistics; all statistics, traits, actions, reac-
      Scurry (Costs 2 Actions). The Spider Mastermind               tions, and legendary actions not listed are the same as
      moves up to half his speed. During this movement, he          those of the Spider Mastermind.
      can move through Large or smaller creature’s spaces.
      He can make up to one attack to impale each creature          Hit Points 264 (16d12 + 160)
      whose space he enters.
                                                                    Saving Throws —
      Shadow Actions                                                Skills Arcana +16, Perception +12
      On initiative count 20 (losing initiative ties), the Spider   Senses tremorsense 300 ft., truesight 120 ft., passive
      Mastermind takes a Shadow action to cause one of              Perception 22
      the following effects. He can’t choose the same option        Challenge 21 (33,000 XP)
      two rounds in a row.
      Crushing Walls. The Spider Mastermind chooses a               Innate Spellcasting. Spell save DC 24
      point he can see within 90 feet. Each creature in the         Insightful Attack (1/Turn). 14 (4d6) damage
      area within 5 feet of two or more walls must succeed
      on a DC 20 Dexterity saving throw or take 10 (3d6)            Actions
      bludgeoning damage and be restrained as the walls             Melee Weapon Attack: +13 to hit
      close in. The creature can escape or be freed as an
      action with a successful DC 20 Strength (Athletics) or        Ranged Weapon Attack: +12 to hit
      Dexterity (Acrobatics) check. The walls release when          Feed on Anxiety. Save DC 24; regains 10 hit points
      the Spider Mastermind dies or uses this action again.
      Living Maze. Up to six walls of flesh and metal 10 feet
                                                                    Legendary Actions
      by up to 120 feet rise from the ground at locations the       The Spider Mastermind’s avatar can take only 2
      Spider Mastermind can see. They can be vertical or            legendary actions.
      horizontal. If one appears within 5 feet of the Spider
      Mastermind, he can ride along as it rises, requiring
      no action. The Spider Mastermind can reach around
      or over the walls to attack and has half cover against
      Medium or smaller creatures on the other side. If a
      creature would be surrounded on all sides by a wall (or
      the wall and another solid surface), that creature can
      make a DC 20 Dexterity saving throw. On a success,
      it can use its reaction to move up to its speed so that
      it is no longer enclosed. Each 10-foot square panel of
      the wall can be attacked and destroyed (AC 19, 60
      hp, resistance to fire damage, immunity to psychic
      damage). The walls disappear when the Spider
      Mastermind dies or uses this action again.
      Vicious Halos. Up to three vicious halos (page
      129) appear at unoccupied locations the Spider
      Mastermind can see within 120 feet. The halos
      disappear when the Spider Mastermind dies or uses
      this action again.
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        Fiend Lords
                                                                  apid Erosion. The area is indefinitely
                                                               ✼ R
Stheno                                                           shot through with howling winds that
                                                                 carry blasting grit or corrosive salt air. Objects
Lady Stheno is the Archlord of false hope, flattery,             in the area become brittle. The AC of each object
and callous complacency. She often makes overtures               in the area is reduced by 2 so long as it is exposed
of alliance to various archfiends, feigning a need for           to the winds.
support she does not truly require. Her goals include
                                                               If Stheno dies or moves farther than 6 miles away,
tricking other archfiends (and if possibly even archce-
                                                               these effects disappear over the course of 1d10 days.
lestials) into a false sense of security that will allow her
                                                               The rapid erosion lasts until Stheno is banished or
to conquer their realms unexpectedly.
                                                               slain.
   When great leaders grow complacent, overly relying
on a single linchpin or a few individuals, Lady Stheno
launches her invasion. Regardless of whether the lead-         Stheno in Combat
ers assume they are safe due to the force of tradition,        Lady Stheno is a patient combatant. She views victory
a legendary hero, or an interventionist deity, Stheno’s        as inevitable, since she need not slay her opponents to
arrival proves their confidence to be nothing but              win. If she can hit them effectively, she can pummel
pathetic hubris.                                               them to death; if she cannot, she can quickly turn
   Mortal emotions are Lady Stheno’s playthings                them to stone. Either approach is fine with her.
when she invades. She is liable to fall back at first,
to tinge the horror of invasion with an air of false
hope that her threat might not be as bad as it first                      Stheno’s Avatar
appeared. Then, when the mortals rally for what
they think is the final push to drive Stheno back,             Stheno’s avatar has no Archlord’s Shadow and no
she crushes their remaining heroes in a catastrophic           Shadow actions. It has the following changed statis-
display.                                                       tics; all statistics, traits, actions, reactions, and legend-
   Crowns. Lady Stheno wears two crowns of the                 ary actions not listed are the same as those of Stheno.
Underhell.
   Legions. Lady Stheno usually allies with the Hades,
                                                               Hit Points 247 (15d12 + 150)
Lethe, and Styx legions. When facing foes without
obvious weaknesses, she hires Sheol spies to find              Saving Throws —
something for her to exploit.                                  Skills Perception +10
                                                               Senses darkvision 300 ft., tremorsense 300 ft., true-
Stheno’s Shadow                                                sight 120 ft., passive Perception 20
                                                               Challenge 18 (20,000 XP)
Stheno’s presence causes life to ossify, turning flesh to
bone and eventually to rock.                                   Bone Dust Wake (1/Turn). Save DC 20
                                                                                                                               320
                                                                                                  Fiend Lords
      Lady Stheno                                               after her like an afterimage. When she misses on an
                                                                attack roll, the dust clings to the missed creature and
      Huge fiend, lawful evil                                   incrementally fossilizes it unless the creature succeeds
                                                                on a DC 21 Constitution saving throw. On a failed save,
      Armor Class 14 (natural armor)                            the creature gains 1 level of exhaustion and its Armor
      Hit Points 478 (29d12 + 290)                              Class increases by 2 as its flesh gradually turns to a mix
      Speed 30 ft., burrow 20 ft., climb 30 ft., swim 30 ft.    of spiky bone and stone. When its Armor Class reaches
                                                                30 or it has at least 5 levels of exhaustion, the creature
       STR     DEX     CON      INT     WIS     CHA             is petrified. If the creature’s AC drops below 30 and/or
      23 (+6) 16 (+3) 30 (+10) 23 (+6) 18 (+4) 20 (+5)          its exhaustion reduces below 5 levels, the petrification
                                                                ends. Any spell that removes the petrified condition
      Saving Throws Str +13, Int +13, Cha +12
                                                                undoes this AC increase.
      Skills Perception +11
                                                                Crumble. When a creature moves farther than 90 feet
      Damage Vulnerabilities acid, cold, fire, necrotic,
                                                                away from Stheno, even by teleportation, her bone
      thunder                                                   dust cloud erodes its armor. The creature’s Armor
      Damage Resistances bludgeoning, piercing, and             Class increase from Bone Dust Wake is reduced by 2.
      slashing from nonmagical attacks                          If it had no such increase and it wears armor, instead
      Condition Immunities charmed, exhaustion, fright-         the Armor Class of the armor is reduced by 2 until
                                                                it is repaired by a mending spell or similar magic.
      ened, incapacitated, paralyzed, petrified, uncon-         Nonmagical armor that has its AC reduced to 10 or
      scious                                                    less is destroyed. A creature that is neither wearing
      Senses darkvision 300 ft., tremorsense 300 ft., true-     armor nor affected by Stheno’s Bone Dust Wake isn’t
      sight 120 ft., passive Perception 21                      affected by Crumble.
      Languages Abyssal, Infernal, telepathy 300 ft.            Feign Death (1/Day). When Stheno takes damage, she
      Challenge 23 (50,000 XP)                                  can choose to fall prone and seem dead. At the start
                                                                of her next turn, the ground swallows her. She can
      Legendary Resistance (3/day). If Stheno fails a saving    then use her burrowing speed without it being obvious
      throw, she can choose to succeed instead.                 she is still active.
      Reactive. Stheno can take one reaction on every turn      Legendary Actions
      in a combat.
                                                                Stheno can take 3 legendary actions, choosing from
      Actions                                                   the options below. Only one legendary action option
                                                                can be used at a time and only at the end of another
      Multiattack. Stheno makes three bone dart attacks
                                                                creature's turn. Stheno regains spent legendary
      or three melee attacks: two with her claws and one to
                                                                actions at the start of her turn.
      constrict.
                                                                Bone Dust Armor. Stheno moves up to half her speed
      Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.,
                                                                and crafts a facsimile of the armor worn by an enemy
      one target. Hit: 22 (3d10 + 6) slashing damage.
                                                                within 60 feet from her bone dust wake. Unless her
      Constrict. Melee Weapon Attack: +13 to hit, reach 5       Armor Class is higher, her AC increases to match that
      ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage     creature’s AC at the moment she used this action for
      and the target is grappled (escape DC 16) unless          1 minute.
      Stheno is already grappling two creatures. Until the
                                                                Bone Dart. Stheno makes a bone dart attack.
      grapple ends, the target is restrained.
                                                                Claw. Stheno makes a claw attack.
      Bone Dart. Ranged Weapon Attack: +10 to hit, range
      80/320 ft., one target. Hit: 16 (3d8 + 3) piercing        Shadow Actions
      damage.
                                                                On initiative count 20 (losing initiative ties), Stheno
      Reactions                                                 takes a Shadow action to cause one of the following
                                                                effects. She can’t choose the same effect two rounds
      Bone Dust Wake (1/Turn). Stheno is shrouded by a
                                                                in a row.
      cloud of bone dust and other debris that mostly follows
321
        Fiend Lords
Acid Squall. Stinging acid rain pours down in a
30-foot-radius circle centered on a point Stheno
can see. The rain doesn’t fall on Stheno if she is in
the area, creating gaps for her. The area is heavily
obscured and difficult terrain. A creature that starts its
turn in the area or enters the area for the first time on
a turn takes 10 (3d6) acid damage.
Grasping Bones. Skeletal hands reach from the
ground in a 60-foot-radius circle. A non-fiend creature
that starts its turn in the area or that enters the area
for the first time on a turn must succeed on a DC 20
Strength saving throw or be restrained. A restrained
creature can be freed as an action with a successful
DC 15 Strength (Athletics) check. The area reverts
to normal when Stheno dies or uses this action
again.
Exalted Pillars. Up to two 10-foot-diameter pillars
of limestone and twisted bone erupt from the
ground to a height of up to 120 feet. A creature
lifted by the pillar can choose to make a DC 20
Dexterity saving
throw. On a
success, the
creature
jumps
aside to
the nearest
unoccupied
space. If the creature
fails, it is lifted by the pillar; if the pillar pinches
a creature against a hard surface (such
as a ceiling), the creature takes 17 (5d6)
bludgeoning damage, falls prone, and is
restrained between the pillar and the
hard surface. A restrained creature can
be freed as an action with a successful
DC 15 Strength (Athletics) check. The
pillars collapse when Stheno dies or
uses this action again.
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                                                                  Stroma in Combat
      Stroma                                                      Lady Stroma is insatiably hungry for those who
                                                                  dare confront her. She focuses first and foremost on
      Lady Stroma is obsessive spite personified. She
      watches constantly for any slight against her, real or      punishing whatever creature most recently or more
      imagined, and then plots disproportionately grand           grievously harmed her and will not release that crea-
      retribution to ensure none who witness it ever consid-      ture until it is dead.
      ers standing against her again.
         Mighty mortals with vengeful streaks are Lady
      Stroma’s typical route into the mortal world. Her                     Stroma’s Avatar
      Doomgates are often created from vigilantes, war-
      lords, crusaders, and criminal masterminds. When she        Stroma’s avatar has no Archlord’s Shadow and no
      invades, Lady Stroma drives her forces first to destroy     Shadow actions. It has the following changed statis-
      anyone connected to good-aligned religions and other        tics; all statistics, traits, actions, reactions, and legend-
      guardians who have been known to fight against              ary actions not listed are the same as those of Stroma.
      fiends in the past. They are ordered to watch for in-
      formation about leaders of mortal resistance, learning      Hit Points 275 (19d12 + 152)
      what her enemies care about so as to most exquisitely       Saving Throws —
      punish and coerce them.                                     Skills Arcana +10, Stealth +6
         Crowns. Lady Stroma wears three crowns of the
                                                                  Challenge 19 (22,000 XP)
      Underhell.
         Legions. Stroma typically allies with the Cocytus,       Innate Spellcasting. Spell save DC 21, +13 to hit with
      Dis, or Tartarus legions.                                   spell attacks
323
        Fiend Lords
Stroma                                                     saving throw. A swallowed creature is blinded and
                                                           restrained, it has total cover against attacks and other
Huge fiend, chaotic evil                                   effects outside Stroma, and it takes 55 (10d10) acid
                                                           damage at the start of each of Stroma’s turns. While
Armor Class 16 (natural armor)                             restrained, the creature can’t be teleported.
Hit Points 435 (30d12 + 240)
                                                           If Stroma takes 60 damage or more on a single turn
Speed 30 ft., burrow 30 ft.                                from a creature inside her, Stroma must succeed on
  STR     DEX     CON     INT     WIS     CHA              a DC 27 Constitution saving throw at the end of that
                                                           turn or regurgitate all swallowed creatures, which fall
30 (+10) 10 (+0) 27 (+8) 18 (+4) 24 (+7) 23 (+6)
                                                           prone in a space within 10 feet of her. If Stroma dies,
Saving Throws Str +19, Con +17, Wis +16, Cha +15           a swallowed creature is no longer restrained by her
Skills Arcana +13, Stealth +9                              and emerges prone as her physical form unravels and
                                                           dissolves.
Damage Resistances thunder
Damage Immunities acid, fire; bludgeoning, piercing,       Eye Ray. Ranged Spell Attack: +16 to hit, range 90
                                                           ft., one target. Hit: 24 (5d6 + 7) force damage and
and slashing from nonmagical attacks
                                                           the target can’t teleport or use a magical flying speed
Condition Immunities blinded, exhaustion, grappled,        until the start of Stroma’s next turn. If the creature is
incapacitated, paralyzed, petrified, prone, stunned,       magically flying and has no nonmagical flying speed,
unconscious                                                it falls.
Senses tremorsense 300 ft., blindsight 120 ft. (blind
                                                           Legendary Actions
beyond this radius), passive Perception 17
                                                           Stroma can take 3 legendary actions, choosing from
Languages Abyssal, Infernal, telepathy 300 ft.
                                                           the options below. Only one legendary action option
Challenge 29 (135,000 XP)                                  can be used at a time and only at the end of another
                                                           creature's turn. Stroma regains spent legendary
Earth Glide. Stroma can burrow through nonmagical,         actions at the start of her turn.
unworked earth and stone. While doing so, she doesn't
disturb the material she moves through.                    Cast a Spell (Costs 2 Actions). Stroma casts a spell
                                                           from her Innate Spellcasting list, expending a use as
Innate Spellcasting. Stroma’s spellcasting ability         normal.
is Wisdom (spell save DC 24, +16 to hit with spell
attacks). Stroma can innately cast the following spells,   Spiteful Glare. Stroma makes an eye ray attack. She
requiring no verbal or material components:                has advantage on the attack roll if the target attacked
                                                           her, cast a spell on her, or forced her to make a saving
At will: bestow curse (9th level), flesh to stone, move    throw since the start of her last turn.
earth, reverse gravity, wall of stone
                                                           Tunnel Dodge (Costs 2 Actions). Any creature on the
Legendary Resistance (3/day). If Stroma fails a saving     ground within 20 feet of Stroma must succeed on a
throw, she can choose to succeed instead.                  DC 27 Strength saving throw or fall prone. Then, she
Lurker. Stroma can always take the Hide action as          burrows up to her speed and can take the Hide action.
long as she is at least lightly obscured.                  Her movement doesn’t provoke opportunity attacks.
Magic Resistance. Stroma has advantage on saving
throws against spells and other magical effects.
                                                           Shadow Actions
                                                           On initiative count 20 (losing initiative ties), Stroma
Actions                                                    takes a Shadow action to cause one of the following
Multiattack. Stroma makes three attacks: one to bite       effects. She can’t choose the same action twice in a
and two with her eye rays.                                 row.
Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one    Eroding Vapors. A 30-foot-radius plume of noxious
target. Hit: 28 (4d8 + 10) piercing damage and if the      yellow gas erupts from a point on a surface Stroma
target is Large or smaller and Stroma doesn’t have         can see within 120 feet. The gas lightly obscures the
   a swallowed creature, the target is swallowed by        area. Each creature that enters the cloud for the first
       Stroma unless it succeeds on a DC 27 Dexterity      time on a turn or starts its turn there takes 7 (2d6)
                                                                                                                       324
                                                                                            Fiend Lords
      acid damage. The gas persists until Stroma dies or
      uses this action again.                                   This howling vortex of teeth and giant hands emerges
                                                                directly from the earth. A titanic face looms in the
      Oil Geyser. A geyser of boiling oil erupts from a point   tornado, distorted by whirling fangs and spinning
      on the ground Stroma can see within 120 feet. A           debris.
      30-foot-radius circle centered on that point becomes
      difficult terrain. Creatures in a 15-foot-wide line
      extending 60 feet up from that point must succeed on
      a DC 20 Dexterity saving throw or take 17 (5d6) fire
      damage and become coated in oil. Until scraped free
      of oil as an action, the creature’s speed is reduced by
      10 feet, it has disadvantage on Strength and Dexterity
      checks except for checks to escape from grapples,
      and it takes 5 (1d10) fire damage at the start of each
      of its turns.
      Wretched Earth. Closed or open boilpits (page 125)
      up to 40 feet across appear at up to three locations of
      Stroma’s choice that she can see within 120 feet. The
      boilpits persist until Stroma dies or uses this action
      again.
325
        Fiend Lords
                                                                damage at the start of each of its turns.
Tarasque                                                        A creature that catches hellfire is exposed
                                                                to the psychic inferno curse (page 122).
Tarasque embodies one of the most basic evils: de-
                                                             If Tarasque moves farther than 6 miles away, these ef-
struction for its own sake. He is a force of chaos and
                                                             fects disappear over the course of 1d10 days. The hell-
violence and takes joy in wrecking whatever has been
                                                             fire ends only 1d10 days after he dies or is banished.
built. On the evil planes of existence, he constantly
harasses other fiends, destroying their works and forti-
fications to prove his own dominance.                        Tarasque in Combat
   Lord Tarasque most readily enters the material            Lord Tarasque is covered in flaming spines and obscur-
world through paragons of physical violence. Al-             ing smoke that makes him all but impossible to harm
though powerful champions of evil succumb to                 at range and dangerous to harm in melee. He eagerly
Tarasque’s power easily, any mighty creature that            rushes into melee, especially with creatures wearing
has destroyed something unnecessarily might fall             flashy magic items. If ranged attackers manage to seri-
to Tarasque’s power. His primary goals during an             ously harm him through his cloak of smoke, he shrugs
invasion are finding the most grand and built-up of          them off with legendary actions, counterspells, and his
mortal cities and citadels as well as the lushest of wilds   Fire Breath so he can focus on the fun of melee.
and rolling through their burning ruins.
   Crowns. Lord Tarasque wears two crowns of the
Underhell.                                                          Tarasque’s Avatar
   Legions. Lord Tarasque typically allies with the
Cocytus, Dis, Gehenna, or Phlegethon legions.                Tarasque’s avatar has no Archlord’s Shadow, no Hell-
                                                             fire Curse, and no Shadow actions. It has the follow-
Tarasque’s Shadow                                            ing changed statistics; all statistics, traits, actions,
                                                             reactions, and legendary actions not listed are the
Tarasque’s presence causes the world’s structure and         same as those of Tarasque.
vitality to come burning down.
                                                                                                                        326
                                                                                              Fiend Lords
      Lord Tarasque                                             Actions
                                                                Multiattack. Tarasque makes two ranged attacks or
      Large fiend, chaotic evil
                                                                three melee attacks: one bite and either two claws or
      Armor Class 16 (natural armor)                            two kicks.
      Hit Points 287 (25d10 + 150)                              Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
      Speed 30 ft., swim 20 ft.                                 one target. Hit: 19 (2d12 + 6) piercing damage.
       STR     DEX     CON     INT     WIS     CHA              Claw. Melee Weapon Attack: +13 to hit, reach 5 ft.,
      23 (+6) 16 (+3) 22 (+6) 19 (+4) 16 (+3) 21 (+5)           one target. Hit: 15 (2d8 + 6) slashing damage.
                                                                Kick. Melee Weapon Attack: +13 to hit, reach 5 ft.,
      Saving Throws Con +13, Wis +10, Cha +12
                                                                one target. Hit: 13 (2d6 + 6) bludgeoning damage and
      Skills Arcana +11, Perception +10                         if the target is a creature, it must succeed on a DC 21
      Damage Resistances bludgeoning, piercing, and             Strength saving throw or be knocked prone.
      slashing from nonmagical attacks                          Spine Throw. Ranged Weapon Attack: +13 to hit,
      Damage Immunities fire, necrotic                          range 60/240 ft., one target. Hit: 19 (2d12 + 6)
      Condition Immunities charmed, exhaustion, fright-         piercing damage and the target is knocked prone.
      ened, incapacitated, paralyzed, petrified, poisoned,      If the target falls prone, its space becomes difficult
                                                                terrain and it is restrained until the spine is destroyed
      stunned                                                   or a creature uses its action to pull the spine out with
      Senses tremorsense 300 ft., truesight 120 ft., passive    a successful DC 16 Strength (Athletics) check. The
      Perception 20                                             spine can be attacked and destroyed (AC 17; hp
      Languages Abyssal, Infernal, telepathy 300 ft.            20; resistance to piercing damage; immunity to fire,
                                                                poison, and psychic damage).
      Challenge 22 (41,000 XP)
                                                                Hellfire Breath (Recharge 5–6). Tarasque breathes a
      Innate Spellcasting. Tarasque’s spellcasting ability is   gout of flame in a 90-foot cone. Each creature in the
      Charisma (spell save DC 20). Tarasque can innately        area catches fire and must make a DC 21 Dexterity
      cast the following spells, requiring no material          saving throw, taking 33 (6d10) fire damage and 27
      components:                                               (6d8) necrotic damage and catching fire (as Ravaged
      At will: counterspell (5th level), flame strike, misty    by Hellfire) on a failed save, or half as much damage
      step, shatter (5th level), wall of fire                   and not catching fire on a successful one.
327
        Fiend Lords
Shadow Actions                                              becomes difficult terrain. Each creature in
                                                            the area must succeed on a DC 18 Strength
On initiative count 20 (losing initiative ties), Tarasque   saving throw or be knocked prone and take 10
takes a Shadow action to cause one of the following         (3d6) bludgeoning damage.
effects. He can’t choose the same action twice in a
row.
                                                             Waves of heat emanate from the thick, noxious
Blazing Destruction. Hellfire spreads from a point
                                                             smoke glowing with red-violet flames that almost
Tarasque can see within 120 feet. All difficult terrain
                                                             obscure this giant quadruped. A snarling mouth big
within 60 feet of that point bursts into hellish flames
                                                             enough to swallow an orc appears for a moment in
(as Ravaged by Hellfire).
                                                             a gap in the smoke, and wicked spines glint in the
Choking Smoke. Noxious smoke heavily obscures a              flame’s reflective glare.
20-foot-radius sphere centered on a point Tarasque
can see within 120 feet. It doesn’t impede Tarasque’s
truesight. Each creature that starts its turn in the
smoke must succeed on a DC 18 Constitution saving
throw or become poisoned until the start of its next
turn. The smoke lasts until
Tarasque dies or uses
this action again.
Ruination. A
structure or
section of the
terrain collapses
upon a point Tarasque
can see within 120 feet.
The area within 30 feet
                                                                                                                  328
                                                                                          Fiend Lords
                                                                        ecrogestation. Corpses of warm-blooded non-
                                                                     ✼ N
      The Mantispid –                                                  fiend beasts, humanoids, and monsters within
                                                                       Filudo’s Shadow become infested with fiendish
      Filudo                                                           parasites. Infected corpses spawn 1d4 maggots
                                                                       after 1d6 days within the Shadow.
      The insectile entity Filudo has long been associated
                                                                     If Filudo moves farther than 6 miles, these effects
      with the Underhell, but no one knows why. It is
                                                                     disappear over the course of 1d10 days.
      known that Filudo did not originate there, but trav-
      eled from elsewhere, perhaps a different timeline, and
      was somehow adopted. As such, it remains somewhat              Filudo in Combat
      alien to the other fiends and their arch lords.                Filudo’s biggest threat to its opponents is its Psy-
         Filudo’s raw power and deadliness means that it has         chic Parasite aura, which transforms potential host
      carved out a position in the Underhell for itself. Even        creatures into demons that fight for Filudo. When
      more importantly, its ability to spawn hordes of fiends        engaged in a fight, Filudo will use its speed, flight,
      and minions out of the bodies of hapless mortals               and teleportation to stay at range as its aura takes
      has made it a key player in the Underhell’s plots and          effect and the heroes deal with its minions. However,
      plans.                                                         creatures that manage to get into melee range fall prey
         Sages know that Filudo came from millions of years          to Filudo’s claws and ravenous appetite.
      ago, and possibly a different world or dimension. One
      theory is that Filudo comes from the mythical Forever
      Well—the source of all the multiverse. Presumably,                        Filudo’s Avatar
      it was either created as a universe itself, though a
      sentient one, or else it crawled through the well from         Filudo’s Avatar has no Archlord’s Shadow and no
      a different multiverse—a concept outside the under-            shadow actions. It has the following changed statis-
      standing of most mortal minds.                                 tics; all statistics, traits, actions, reactions, and legend-
         Unfortunately, the lack of information about Filu-          ary actions not listed are the same as those of Filudo.
      do and the havoc it creates make it difficult to study.
      It is known that it causes weird time rifts, dropping
                                                                     Hit Points 332 (19d20 + 133)
      artifacts out of the blue as it travels. It also, of course,
      leaves havoc in its wake, as the mortals it passes by          Saving Throws —
      become monstrous fiends and maggots.                           Skills Arcana +11, Perception +12
         Crowns. Lord Filudo wears three crowns of the               Senses darkvision 300 ft., truesight 120 ft., passive
      Underhell.                                                     Perception 22
         Legions. Lord Filudo will ally with any legion, but         Challenge 19 (200 XP)
      particularly favors Dis, Hades, Styx, and Tartarus.
                                                                     Innate Spellcasting. Spell save DC 20, +12 to hit with
                                                                     spell attacks.
      Filudo’s Shadow
                                                                     Psychic Parasite. Constitution saving throw DC 22.
329
The Mantispid                                                based saving throws and ability checks. If a creature
                                                             fails three saving throws in a row, its transformation
Gargantuan fiend, neutral evil                               is complete, turning it into one of the following fiends
                                                             depending on maximum hit dice: 0-2 max hit dice:
Armor Class 23 (natural armor)                               maggot, 2-4 max hit dice: gryllus, 5-7 max hit dice:
Hit Points 455 (26d20 + 182)                                 underfiend, 8-10 max hit dice: cacodemon, 10+
Speed 45 ft., fly 45 ft.                                     max hit dice: Fourth Circle Demon. The transformed
                                                             creature rolls a new initiative and fights on the side of
 STR     DEX     CON     INT     WIS     CHA                 Filudo. If Filudo is banished before the transformation
27 (+8) 25 (+7) 24 (+7) 20 (+5) 22 (+6) 18 (+4)              is complete, all creatures gradually transform back
                                                             to their normal form over the course of 24 hours. A
Saving Throws Str +16, Dex +15, Con +15, Wis +14
                                                             creature that moves more than 300 feet away from
Skills Arcana +13, Perception +14                            Filudo stops making saving throws and all signs of
Damage Resistances bludgeoning, piercing, and                transformation fade. If they reenter the 300-foot radius,
slashing damage from nonmagical attacks                      any failed saving throws will not carry over. Creatures
Condition Immunities blinded, charmed, exhaustion,           that are fully transformed cannot revert back in this
                                                             manner, however, a wish spell might completely remove
frightened, incapacitated, paralyzed, petrified, poi-
                                                             the transformation. Casting dispel magic or remove
soned, stunned, unconscious                                  curse won’t reverse the transformation entirely, but
Senses darkvision 300 ft., truesight 120 ft., passive        starts the process over again, requiring the infected
Perception 24                                                creature to fail or succeed three saving throws in a
Languages Abyssal, Infernal, telepathy 300 ft.               row again. When Filudo enters a town or village, all
                                                             applicable NPCs at Challenge 1 or lower are instantly
Challenge 26 (90,000 XP)
                                                             transformed into maggots by this effect.
Immunity to Parasite. A creature grappled by Filudo
as a result of its raptorial claw attack is immune to
                                                             ACTIONS
the effects of Psychic Parasite for the duration of the      Multiattack. Filudo makes two Raptorial Claw attacks
grapple, and therefore, will not need to make saving         against one target. The target is grappled (escape
throws against it. This effect ends when the grappled        DC 24) if both attacks hit and if it is a Gargantuan or
creature escapes.                                            smaller creature. If Filudo takes 30 or more damage
                                                             from one creature in a single turn, any creature
Innate Spellcasting. Filudo’s innate spellcasting
                                                             grappled by it automatically escapes. A target also
ability is Wisdom (spell save DC 22, +14 to hit with
                                                             can escape by means of a teleportation spell (such as
spell attacks). It can innately cast the following spells,
                                                             dimension door, misty step, etc.).
requiring no material components:
                                                             Raptorial Claw. Melee Weapon Attack: +16 to hit,
3/day each: dimension door, misty step, planeshift
                                                             reach 15 ft., one target. Hit: 19 (2d10 + 8) slashing
Legendary Resistance (3/day). If Filudo fails a saving       damage. Filudo cannot use this attack if it has a
throw, it can choose to succeed instead.                     creature grappled.
Psychic Parasite. Semi-invisible, intangible parasites       Bite. At the start of each of its turns, Filudo bites a
swarm out of Filudo, seeking out hosts within 300            creature it is grappling in its claws, automatically
feet of the Archlord. All creatures other than fiends,       dealing 21 (3d8 + 8) piercing damage. A creature
constructs, or undead, while within this range, must         reduced to or below 0 hit points by this attack is
make a Constitution saving throw (DC 22) at the start        instantly killed as Filudo decapitates its victim,
of each of their turns. Creatures that fail their saving     consuming the head.
throws show signs of transformation. If a creature
fails one saving throw, its bones and muscles ache           LEGENDARY ACTIONS
as the change sets in, imposing disadvantage on all          Filudo can take 3 legendary actions, choosing from
Strength-based saving throws and ability checks until        the options below. Only one legendary action can
a successful saving throw. If a creature fails two saving    be used at a time and only at the end of another
  throws in a row, its mind is beset by hellish whispers     creature’s turn. Filudo regains spent legendary actions
       from Filudo, imposing disadvantage on Wisdom-         at the start of his turn.
                                                                                                                         330
      Raptorial Claw. Filudo makes a raptorial claw attack.      Filudo can use this action upon depends on the type
      Cast a Spell (Costs 2 Actions). Filudo casts a spell       of fiends under its control: maggots: up to five can
      from its Innate Spellcasting list.                         attack, grylluses: up to three can attack, underfiends:
                                                                 up to two can attack, cacodemons: up to two can
      Force Metamorphosis (Costs 3 Actions). Filudo              attack, Fourth Circle Demons: only one can attack.
      attempts to force the transformation of a creature
      affected by Psychic Parasite it can see within 60 feet.    Swarming Spawn. Filudo sends a swarm of its spawn
      The target creature must have already failed two           into an unoccupied location it can see within 90 feet,
      saving throws against the effect. When Filudo uses         creating a 30-foot-radius sphere. The area is lightly
      this action, the target makes a third saving throw         obscured and difficult terrain. A creature that starts
      against Psychic Parasite with disadvantage. If it fails,   its turn in the area makes its Psychic Parasite saving
      it transforms into a fiend according to its maximum hit    throw at disadvantage. The swarm disperses when
      dice as per the Psychic Parasite effect.                   Filudo dies or uses this action again.
                                                                 Tear Through Space. Filudo teleports to a location
      SHADOW ACTIONS                                             it can see within 300 feet of it. Creatures grappled
      On initiative count 20 (losing initiative ties), Filudo    by Filudo teleport along with it, but must make a
      takes a Shadow action to cause one of the following        Constitution saving throw (DC 22) or take 10 (3d6)
      effects. It can’t take the same action two rounds in a     force damage.
      row.
      Command the Hive. Filudo commands one or more
      fiends within 90 feet it transformed with Psychic
      Parasite to attack its enemies. The number of fiends
331
Encounter Tables
This appendix provides lists of monsters likely to be      37–39   2     1  Vicious halo
encountered together. While you can roll random-           40–41   2     1  Gravity cliff
ly on the tables, they are also useful as templates        42–45   2     1  2 howling maggots
for building encounters for your campaign using            46–47   2     1	1 Annwn-corrupted
groups of thematically related monsters. Each table                         gargoyle
is broken down into groups by average party level,         48–50   2     1	1 Phlegethon-
assuming a party of four characters. For epic fights                        corrupted ogre and
                                                                            1 broken maggot
in which characters face a serious risk of death unless
                                                           51–53   3     2	1 leering gryllus
they flee or are well prepared, increase the party’s av-                    and 1 broken
erage level by an amount appropriate for their actual                       maggot
average level: an increase of one if they are low-level,   54–56   3     2	1 preening gryllus
of four if they are between 5th level and 8th level, of                     and 1 howling
five if they are between 9th and 11th level, or of six                      maggot
if they are at least 12th level. Note that encounters      57–59   3     2	1d4 + 2 hazy
with individual creatures that aren’t legendary tend                        damned soul
to be easier than their challenge rating suggests. If                       swarms
the party has five or more members, treat the group        60–62   3     2	1 leaping skin
as one level higher per member they have beyond                             and 1 shambling
four. If the party has three members, treat the group                       fragment
as one level lower.                                        63–65   3     2  2 restless
   New monsters are found in Chapter 6. Hazards are        66–67   3     2	2 Styx-corrupted
in Chapter 5. Fiend Lord avatars are in Chapter 7. A                        dire wolves
                                                           68–69   3     2	1 Cocytus-
few encounters include standard monsters or NPCs,
                                                                            corrupted minotaur
which are in bold text. These entries assume either
                                                                            and 1 broken
you are using both the Underhell fiend traits and the                       maggot
Sanguine Ward or you are using neither.                    70–72   3     2	1 preening gryllus
                                                                            and 1d3 + 1 broken
  Invasion Encounters (Levels 1–4)                                          maggots
            Average Epic for                               73      3     2	1 Tartarus-
  d100      for Level Level  Encounter                                      corrupted giant
  01–04         1       –    1 howling maggot                               scorpion
  05–07         1       –	1d4 + 2 shambling               74–75   3     2	1 Pandemonium-
                             fragments                                      corrupted green
  08–10         1       –	1d2 + 1 broken                                   hag and 1 broken
                             maggots                                        maggot
  11–13         1       –	1 Styx-corrupted                76–78   4     3	1 leering gryllus
                             dire wolf                                      and 1 howling
  14–16         1       –    Boilpit, covered                               maggot
  17–19         1       –    1 restless                    79–81   4     3	1d3 + 7 broken
  20–22         1       –	2 hazy damned soul                               maggots
                             swarms                        82–84   4     3  3 howling maggots
  23–25         1       –    Suffocating ash pit           85      4     3	3 Styx-corrupted
  26–27         2       1	1 preening gryllus                               dire wolves
                             and 1 shambling               86–87   4     3	2 Annwn-corrupted
                             fragment                                       gargoyles
  28–30         2       1	1 preening gryllus              88–90   4     3  Noxious acid pool
                             and 1 broken                  91–92   4     3	2 Phlegethon-
                             maggot                                         corrupted ogres
  31–33         2       1	1d4 + 3 broken                  93      4     3	1 Lethe-corrupted
                             maggots                                        black pudding
  34–36         2       1	1d4 + 6 shambling               94–95   4     3	1 shining gryllus
                             fragments                                      and 2 broken
                                                                            maggots
                                                                                                 332
                                                                       Encounter Tables
      96–97      4        3  3 restless                59–60      6        4	1 Hades-corrupted
      98–00      4        3	2 hazy damned soul                               fire elemental and 1
                             swarms hiding 1                                  broken maggot
                             preening gryllus and      61–62      6        4	1 Sheol-corrupted
                             1 broken maggot                                  wyvern
                                                       63–67      6        4	1 bonestrike
      Invasion Encounters (Levels 5–7)                                        underfiend and 1
              Average Epic for                                                howling maggot
      d100    for Level Level  Encounter               68–72      7        5	1 flesheater
      01–05       5       4	1 bonestrike                                     underfiend and 1
                               underfiend and 1                               howling maggot
                               broken maggot           73–75      7        5	1 leering gryllus
      06–10       5       4	2 preening grylluses                             and 1d4 simpering
                               and 2d4 + 2 broken                             maggots
                               maggots                 76–79      7        5	2 livid damned soul
      11–15       5       4	2 hazy damned soul                               swarms
                               swarms hiding 1         80–81      7        5	1 Dis-corrupted
                               leering gryllus and 1                          gorgon and 1d2
                               howling maggot                                 howling maggots
      16–18       5       4	2 leaping skins,          82–85      7        5	2 hazy damned
                               each puppeting a                               soul swarms hiding
                               corpse                                         1 bonestrike
      19–20       5       4	2 simpering                                      underfiend and 1
                               maggots                                        broken maggot
      21–23       5       4	Noxious acid pool,        86         7        5	1 Annwn-corrupted
                               camouflaged                                    shield guardian
      24–26       5       4	Flame geyser                                     guarding 1 preening
      27–28       5       4	2 Tartarus-                                      gryllus
                               corrupted giant         87–88      7        5	1 Gehenna-
                               scorpions                                      corrupted stone
      29–30       5       4	1d3 + 3 Styx-                                    giant and 1d4
                               corrupted dire                                 broken maggots
                               wolves                  89–95      7        5	1 shining gryllus
      31–34       5       4	2 Cocytus-                                       and 1d4 + 1 howling
                               corrupted minotaurs                            maggots
      35–36       6       4	1 Tartarus-               96–00      7        5	1 bonestrike
                               corrupted otyugh                               underfiend, 1
                               and 1 howling                                  preening gryllus,
                               maggot                                         and 1d4 + 1 broken
      37–40       6       4	1 livid damned soul                              maggots
                               swarm and 1d3
                               howling maggots         Invasion Encounters (Levels 8–10)
      41–46       6       4	3 preening grylluses              Average Epic for
                               and 3 broken            d100    for Level Level  Encounter
                               maggots                 01–06       8       5	1 rampant
      47–50       6       4	1 roiling damned                                   cacodaemon and 1
                               soul swarm and 1                                 howling maggot
                               howling maggot          07–10       8       5	2 shining grylluses
      51–52       6       4	1 Cocytus-                                         and 1d4 broken
                               corrupted roper                                  maggots
      53–54       6       4	1 shining gryllus         11–15       8       5	2 leering grylluses
                               and 1d4 +2 broken                                and 2 howling
                               maggots                                          maggots
      54–56       6       4	3 Annwn-corrupted         16–21       8       5	1 bonestrike
                               gargoyles                                        underfiend, 1
      57–58       6       4	3 Phlegethon-                                      leering gryllus, and
                               corrupted ogres                                  2 howling maggots
                                                       22–25       8       5	2 hazy damned
333
      Encounter Tables
                soul swarms                                  each
                hiding 1 flesheater                          riding
                underfiend and 1                             a Tartarus-
                broken maggot                                corrupted giant
26–28   8    5	1 Acheron-                                   scorpion
                corrupted treant       85–88     10       6	1 flesheater
29–30   8    5	1d3 + 3 Annwn-                               underfiend, 1
                corrupted gargoyles                          preening gryllus,
31–32   8    5	3 Cocytus-                                   and 1d4 howling
                corrupted                                    maggots
                minotaurs              89–91     10       6	1d3 + 3 preening
33–34   8    5	1d3 + 1                                      grylluses and 1d4 +
                Phlegethon-                                  2 broken maggots
                corrupted ogres        92–95     10       6	1 cackling
                and 2 preening                               cacodaemon and 1
                grylluses                                    simpering maggot
35–39   9    5	1 crawling horde       96–98     10       6	2 hazy damned
                and 1d6 shambling                            soul swarms hiding
                fragments                                    1 bonestrike
40–45   9    5	1 skincloak                                  underfiend and 1
                underfiend and 1                             shining gryllus
                howling maggot         99–00     10       6	2 Cocytus-
46–49   9    5	1 rampant                                    corrupted ropers
                cacodaemon and 1
                preening gryllus       Invasion Encounters (Levels 11–13)
50–54   9    5	1 flesheater                   Average Epic for
                underfiend, 1          d100    for Level Level  Encounter
                leering gryllus, and   01–03      11       7	1 catoblepas and 2
                1 broken maggot                                 simpering maggots
55–58   9    5	1 shining gryllus      04–06      11       7    1 tardigrade
                and 1d4 + 4            07–08      11       7    2 ashen angels
                howling maggots        09–10      11       7	1d3 + 3 leering
59–61   9    5	1 Cocytus-                                      grylluses and 1d4 +
                corrupted spirit                                2 broken maggots
                naga and 1d4 + 1       11–13      11       7	1 rampant
                howling maggots                                 cacodaemon
62–63   9    5	2 Tartarus-                                     and 1 bonestrike
                corrupted otyughs                               underfiend
64–65   9    5	2 Hades-corrupted      14–16      11       7	1 cackling
                fire elementals                                 cacodaemon and
66–67   9    5	2 Acheron-                                      1d4 + 1 howling
                corrupted chuuls                                maggots
68–70   10   6	1 hortator and 1d4     17–19      11       7	1 flesheater
                + 2 broken maggots                              underfiend, 1
71–73   10   6	2 bonestrike                                    shining gryllus,
                underfiends and                                 and 1d4 howling
                1d4 + 1 howling                                 maggots
                maggots                20–22      11       7	2 roiling damned
74–76   10   6	1 bonestrike                                    soul swarms
                underfiend, 1d4        23–25      11       7	1d3 + 1 Cocytus-
                preening grylluses,                             corrupted
                and 2d4 broken                                  minotaurs and 1
                maggots                                         shining gryllus
77–81   10   6	2 shining grylluses    26–27      11       7	2 Sheol-corrupted
                and 2 simpering                                 wyverns
                maggots                28–29      11       7	1 Styx-corrupted
82–84   10   6	2 leering grylluses,                            behir
                                                                                      334
                                                      Encounter Tables
      30–34   11   7	1 corpse mother        84–87     13       8	1 flesheater
                      and 1d4 – 1 restless                         underfiend, 1d4
      35–38   12   8	1 bellatrix and 1                            leering grylluses,
                      simpering maggot                             and 1d4 + 1 howling
      39–42   12   8	1 mandrake and                               maggots
                      1d4 duplicate          88–90     13       8	3 Acheron-
                      berserkers (33 hp,                           corrupted chuuls
                      challenge rating 1,    91–92     13       8	3 Hades-corrupted
                      worth 200 XP each)                           fire elementals
      43–45   12   8	2 shining grylluses    93–96     13       8	3 Pandemonium-
                      and 1d4 + 2                                  corrupted green
                      simpering maggots                            hags and 1d4 + 1
      46–49   12   8	1 skincloak                                  howling maggots
                      underfiend, 1          97–98     13       8	1d4 + 2
                      leering gryllus, and                         Phlegethon-
                      1 howling maggot                             corrupted ogres
      50–53   12   8	2 flesheater                                 and 1 flesheater
                      underfiends                                  underfiend
                      and 1d4 broken         99–00     13       8	1d4 + 4 Annwn-
                      maggots                                      corrupted gargoyles
      54–58   12   8	1 shrieking                                  and 1 shining
                      cacaodaemon and                              gryllus
                      1d2 simpering
                      maggots                Invasion Encounters (Levels 14–16)
      59–62   12   8	3 hazy damned                  Average Epic for
                      soul swarms hiding     d100    for Level Level  Encounter
                      2 bonestrike           01–03      14       9	1 hortator and
                      underfiends and 1                               1d3 + 2 simpering
                      howling maggot                                  maggots
      63–64   12   8	1 Cocytus-             04–09      14       9    1 secutor
                      corrupted              10–15      14       9	1 Underhell
                      spirit naga and                                 elemental and 1d3
                      1 bonestrike                                    simpering maggots
                      underfiend             16–19      14       9	1d3 + 3 leering
      65–66   12   8	2 Gehenna-                                      grylluses and 1d4 +
                      corrupted stone                                 2 howling maggots
                      giants                 20–23      14       9	2 rampant
      67      12   8	2 Acheron-                                      cacodaemons and
                      corrupted treants                               1d8 + 2 broken
      68–70   13   8  1 hell hound alpha                              maggots
      71–73   13   8  1 nuckelavee           24–27      14       9	3 bonestrike
      74      13   8	1 philter and 1d4                               underfiends and
                      preening grylluses                              1d8 + 2 broken
      75–77   13   8  1 raparee                                       maggots
      78–79   13   8	2 hazy damned          28–31      14       9	1 flesheater
                      soul swarms                                     underfiend, 2
                      hiding 1 rampant                                preening grylluses,
                      cacodaemon and 1                                and 1d4 + 2 howling
                      preening gryllus                                maggots
      80–83   13   8	2 bonestrike           32         14       9    Baphomet’s avatar
                      underfiends, 2         33         14       9    Chthon’s avatar
                      preening grylluses,    34         14       9    Scylla’s avatar
                      and 1d6 howling        35–38      15      10    1 cendiary
                      maggots                39–41      15      10	1 magdalene and 1
                                                                      howling maggot
335
      Encounter Tables
42–45   15   10  1 gadarene           Invasion Encounters (Levels 17–20)
46      15   10  3 ashen angels               Average Epic for
47–50   15   10  2 crawling hordes    d100    for Level Level  Encounter
51–53   15   10	1 rampant            01–03      17      11	1 catoblepas
                 cacodaemon,                                   and 1d4 shining
                 1 bonestrike                                  grylluses
                 underfiend, 1        04–06      17      11	1 roiling damned
                 preening gryllus,                             soul swarm hiding 4
                 and 1d10 broken                               shining grylluses
                 maggots              07–11      17      11	3 flesheater
54–57   15   10	1 skincloak                                   underfiends
                 underfiend, 1        12–14      17      11	1 rampant
                 shining gryllus,                              cacodaemon,
                 and 1d4 simpering                             1d3 bonestrike
                 maggots                                       underfiends, and
58–62   15   10	1 cackling                                    1d10 broken
                 cacodaemon and 2                              maggots
                 shining grylluses    13–17      17      11	1 skincloak
63–64   15   10	2 livid damned                                underfiend, 2
                 soul swarms hiding                            shining grylluses,
                 2 bonestrike                                  and 1d4 + 1
                 underfiends                                   simpering maggots
65      15   10	3 Sheol-corrupted    18–19      17      11	1 cackling
                 wyverns                                       cacodaemon,
66      15   10  Humbaba’s avatar                              1d3 + 1 leering
67      15   10  Jabootu’s avatar                              grylluses, and 1d4
68–70   16   11	1 bellatrix and                               howling maggots
                 1 bonestrike         20–21      17      11	2 flesheater
                 underfiend                                    underfiends
71–73   16   11	1 philter and 1d4                             and 1d4 + 2
                 + 2 simpering                                 Phlegethon-
                 maggots                                       corrupted ogres
74–78   16   11	1 raparee and 1      22         17      11	3 Gehenna-
                 Annwn-corrupted                               corrupted stone
                 shield guardian                               giants
79–82   16   11	4 bonestrike         23–24      17      11	1 racked seraph
                 underfiends and                               and 1 ashen angel
                 1d8 + 2 broken       25         17      11    Geryon’s avatar
                 maggots              26–29      18      12	1 hell hound alpha
83–86   16   11	2 cackling                                    and 1d4 + 1 hell
                 cacodaemons                                   hounds
87–89   16   11	2 flesheater         30–31      18      12	1 hortator, 1
                 underfiends, 1d4                              shining gryllus, and
                 leering grylluses,                            1d6 + 2 simpering
                 and 1d4 howling                               maggots
                 maggots              32–34      18      12	1 tardigrade and
90–92   16   11	1 skincloak                                   1d3 bonestrike
                 underfiend and 2                              underfiends
                 shining grylluses    35         18      12	1d3 + 3 ashen
93–95   16   11	2 skincloak                                   angels
                 underfiends          36–38      18      12	1 shrieking
96–98   16   11	1 racked seraph                               cacodaemon
                 and 1d4 hazy                                  possessing a knight
                 damned soul                                   and 1 skincloak
                 swarms                                        underfiend
99      16   11  Tarasque’s avatar                             disguised as a
00      16   11  Asmod’s avatar                                squire
                                                                                      336
                                                     Encounter Tables
      39–42   18   12	1 cackling              83–85      20      14	1 Underhell
                       cacodaemon,                                    elemental and
                       1 flesheater                                   1 cackling
                       underfiend, and 1                              cacodaemon
                       leering gryllus         86–89      20      14	2 shrieking
      43–45   18   12	1 skincloak                                    cacodaemons and 2
                       underfiend and 1d4                             simpering maggots
                       + 2 shining grylluses   90–93      20      14	2 skincloak
      46–47   18   12	1d3 bonestrike                                 underfiends and
                       underfiends and                                1d4 shining grylluse
                       1d3 Cocytus-            94–97      20      14	1 cackling
                       corrupted ropers                               cacodaemon
      48      18   12	1 cackling                                     and 2 flesheater
                       cacodaemon and                                 underfiends
                       2 Sheol-corrupted       98         20      14	1 animated
                       wyverns                                        Doomgate
      49      18   12  Argus’s avatar          99         20      14	1 racked seraph
      50      18   12  Stheno’s avatar                                and 2 livid damned
      51–53   19   13	1 mandrake, 1                                  soul swarms
                       duplicate mage (20      00         20      14  Stroma’s avatar
                       hp, challenge rating
                       5, worth 1,800 XP),     Invasion Encounters
                       and 1d6 duplicate       (Epic Fights for Levels 15–17)
                       gladiators (56 hp,      d100 Epic for Level Encounter
                       challenge rating 3,     01–04      15	1 bellatrix and 1 secutor
                       worth 700 XP)           05–08	15	1 hortator and 4
      54–56   19   13	1 secutor and                               bonestrike underfiends
                       1 rampant               09–12	15	1 philter and 1d4 + 2
                       cacodaemon                                  shining grylluses
      57–61   19   13	4 flesheater            13–19      15       3 crawling hordes
                       underfiends             20–26	15	2 rampant cacodaemons
      62–65   19   13	1d3 + 3 shining                             and 2d4 + 2 simpering
                       grylluses and 1d4 +                         maggots
                       2 howling maggots       27–33	15	3 skincloak underfiends
      66–69   19   13	2 livid damned                              and 1d4 howling maggots
                       soul swarms             34         15	Spider Mastermind’s
                       hiding 2 rampant                            avatar
                       cacodaemons             35–38      16	1 philter and 4 bonestrike
      70      19   13	4 Gehenna-                                  underfiends
                       corrupted stone         39–45      16	2 rampant cacodaemons
                       giants                                      and 4 bonestrike
      71–72   19   13	2 Styx-corrupted                            underfiends
                       behirs                  46–52      16	1 shrieking cacodaemon,
      73      19   13  Orobas’s avatar                             1 skincloak underfiend, 1
      74      19   13  Procrustes’s avatar                         shining gryllus, and 1d4
      75      19   13	Pulgasaur’s avatar                          simpering maggots
                       (all forms)             53–59      16	2 skincloak underfiends
      76–78   20   14	1 gadarene                                  and 1d3 + 3 shining
                       and 1 rampant                               grylluses
                       cacodaemon              60–63      16	2 Styx-corrupted
      79–80   20   14	1 hortator and                              behirs and 1 rampant
                       3 bonestrike                                cacodaemon
                       underfiends             64–67      16	1 siege dragon engine
      81–82   20   14	1 philter and 1d4 +     68–70      17	1 hortator, 1 philter,
                       2 leering grylluses                         and 1d3 + 1 bonestrike
                                                                   underfiends
337
      Encounter Tables
71–75       17	1 mandrake, 3 duplicate
                assassins (39 hp,
                challenge 7, worth
                2,900 XP each), and 1
                duplicate archmage (49
                hp, challenge 10, worth
                5,900 XP)
76–81       17  4 crawling hordes
82–87       17	4 skincloak underfiends
88–93       17	2 cackling cacodaemons
                and 1d3 + 1 flesheater
                underfiends
94–97       17	2 shrieking cacodaemons
                and 1d6 shining grylluses
98–00       17  2 racked seraphs
Invasion Encounters
(Epic Fights for Levels 18–20)
d100 Epic for Level Encounter
01–06      18	1 hortator and 4
                    flesheater underfiends
07–10      18	1d4 + 6 ashen angels
11–20      18	4 skincloak underfiends
                    and 1d6 shining grylluses
21–30      18	2 shrieking cacodaemons
                    and 1d4 flesheater
                    underfiends
31–34      18	1d4 + 6 Sheol-corrupted
                    wyverns
35–40      19	1 catoblepas, 1
                    nuckelavee, and 1d3
                    bonestrike underfiends
41–54      19	2 cackling cacodaemons
                    and 4 flesheater
                    underfiends
55–61      19	3 Styx-corrupted behirs
62–67      19	2 racked seraphs and 1d3
                    ashen angels
68–72      20	1 bellatrix, 1 hortator, and
                    1 secutor
73–77      20	1 hortator and 4 skincloak
                    underfiends
78–84      20	1 philter, 1 raparee, and 1
                    Underhell elemental
85–94      20	2 shrieking cacodaemons
                    and 1d3 + 1 skincloak
                    underfiends
95–00      20	1 siege dragon engine and
                    1 shrieking cacodaemon
                                                                   338
                                                Encounter Tables
      General Index
      Acheron corruption, 157–160                          blessing of cruelty, 312
      Acheron Legion, 132–133                              blessing of despair, 299
      acheron root (poison), 129, 130                      blessing of greed, 308
      acid rain, 320                                       blessing of rage, 289
      acid squall (Shadow action), 322                     blessing of vengeance, 323
      adventures, scaling, 51–52, 55, 73, 106              blessing of violence, 326
      aerial speed (trait), 194                            blinding pus (trait), 220
      agonizing note (action), 300                         block (reaction), 259
      Among the Damned, 51, 54–71                          blood chant (spell), 33
      angelic wrath (spell), 33                            Blood of the Lost, 23–25
      Annwn corruption, 161–164                            blood ritual (spell), 37
      Annwn Legion, 133                                    blurred flesh (Shadow action), 281
      apocalypse undead, 142, 143, 145–154                 boilpit (terrain hazard), 125
      apocalyptic mutations (feats), 25                    bone dust armor (legendary action), 321
      Archlord’s Shadow, 56, 155–156, 277–278; Argus,      bone dust wake (reaction), 321
         280; Asmod, 283; Baphomet, 286; Chthon,           bonebreaker (trait), 221
         289; Filudo, 329; Geryon, 292; Humbaba, 296;      boomerang blade (attack), 309
         Jabootu, 299; Orobas, 302; Procrustes, 305;
                                                           bottled dread (spell), 33
         Pulgasaur, 308; Scylla, 312; Spider Mastermind,
         316; Stheno, 320; Stroma, 323; Tarasque, 326      bow of the spirit (spell), 33–34
      Archlords, 4, 51, 52, 131–132, 277–331               Branded, the, 19–20
      aura of decay (trait), 228, 236                      brass head (trait), 213, 215, 217
      aura of pestilence (trait), 239                      brass heads (trait), 255
      Authority Codex, 94                                  brutish (trait), 212
      Authority, 53, 55                                    burning gaze (bonus action), 269
      avatars, 279                                         cacodaemon-flesh tome (item), 41
      babble slime (poison), 129, 130                      cacodaemons, 227–234
      ballista barrage (legendary action), 272             cage drop (legendary action), 272
      band of the leper (item), 39                         campaigns, short, 52
      banishing bell (item), 39                            capture soul (legendary action), 261
      banishing strike (feat), 26                          catching hook (legendary action), 259
      banishment, Archlords, 277                           catholicon dirge (trait), 255
      barbarian subclass, 17–18                            cendiary paste (poison), 129, 130
      bark (action), 213, 215, 217, 255                    challenge (action), 259
      bark volley (legendary action), 272                  choking smoke (Shadow action), 328
      battlements (trait), 272                             Chthonic Rage (reaction), 290
      beacon of hope (feat), 26                            circles of fiends, 3, 131, 143, 201
      behind you (Shadow action), 293, 295                 cleansing burst (trait), 269
      bile breath (action), 312, 313                       cleansing weapons (bonus action), 269
      bladed thicket (terrain hazard), 125, 289, 290       cloak of air (treat), 212
      blazing destruction (Shadow action), 328             cloud of contagion (effect), 43
      blazing soul (trait), 181                            cloud of rot (trait), 194
      blessing of betrayal, 292                            coal-imbued (trait), 194
      blessing of cowardice, 316                           Cocytus corruption, 165–170
339
       General Index
Cocytus Legion, 133–134                      disturbing demeanor (trait), 212
command fiends (effect), 39                  divination spells, 121, 201–202
command the hive (Shadow action), 331        divine rescue (spell), 34
complacency, 320                             Doomgates, 3–4, 114–116, 118–119; Archlords and,
conjure gryllus (Shadow action), 297            277; surrogates, 249
conjure underfiend (legendary action), 281   dull-thought draught (poison), 130
constrict (action), 185                      earth glide (trait), 324
contain spell (reaction), 300                eat weapon (reaction), 309
corrupted creatures, 142, 155–192            effortless march (spell), 34–35
corruption, 201                              Empyrean blade (item), 40
corruption traits, adding, 156               encounter tables, 332–338
cosmic disruption (Shadow action), 306–307   energy inured (trait), 194
cosmic rifts, 120–121                        enfeebling ailment (trait), 204
courage (feat), 26                           entrancing hum (action), 263
coward’s halo (curse), 122                   envenomed bite (treat), 212
Crowns of the Underhell (items), 39, 277     eroding vapors (Shadow action), 324–325
cruel caricature (Shadow action), 300–301    erupting blades (Shadow action), 289, 290, 310–311
crumble (reaction), 321                      eruption (action), 265
crush (action), 241), 249                    eternal warrior (trait), 175, 204
crushing blows (trait), 173                  exalted pillars (Shadow action), 322
crushing walls (Shadow action), 319          existential dread (trait), 243
cull the weak (legendary action), 259        explosive dissipation (trait), 194
cull the weak (trait), 183                   extradimensional intrusion (action), 305, 306
curse breaker (feat), 26                     eye of the ice wizard (item), 40
curse of torments (curse), 122               eye ray (action), 324
curses, 122–123, 302, 305                    eyes of the watcher (feat), 26–27
damned soul swarms, 142, 193–200             fanged skulls (item), 40
dark abyss (spell), 34                       fear aura (trait), 259
deadly bark (spell), 34                      feast of the fallen (bonus action), 223
deadly tedium (bonus action), 300            feed on anxiety (action), 317, 319
death blast (trait), 228                     feign death (reaction), 321
death curse (trait), 236                     field of corpses (terrain hazard), 125–126, 312
deathlike rigor (disease), 124               fiend friend (trait), 194
deathly maw (legendary action), 243          fiend hunter (feat), 27
debilitating sludge (poison), 129–130        fiend lords, lesser, 279
defiant (feat), 26                           fiend parts, 31–32
demon variants, 201                          fiend shroud (trait), 195, 197, 199
deploy troops (action), 272                  fiend-blind ectoplasm (poison), 130
despair (trait), 228                         fiend-marked (feat), 27
dimensional compression (trait), 257, 258    fiend’s breath (item), 40
dimensional lock (effect), 39                fiendflesh drum (trait), 247
Dis corruption, 171–172                      fiendish blood shard (item), 40
Dis Legion, 134                              fiendish gauntlets (item), 40
diseases, 123–125, 296                       fiendish geometry, 305
   disorienting blows (trait), 204), 228     fiendish grit (trait), 220
       distracting strikes (trait), 194      fiendish investiture (spell), 35
                                                                                                  340
                                                                      General Index
      fiendish speed (trait), 228                           hellfire aura (trait), 236
      fiendish tongue (feat), 27                            hellfire breath (action), 286, 287, 326, 327
      fiends, 142, 235–264; outpacing, 143; seeing, 201     hellfire curse (trait), 326
      fierce metamorphosis (legendary action), 331          hellfire form (trait), 175
      fighter subclass, 19–20                               hellfire touch (trait), 241
      final invocation (effect), 40                         hellish lightning breath (trait), 185
      fire finger (trait), 212                              hellish vault (Shadow action), 311
      first circle, 131: gryllus, 211–218                   hellsmith (feat), 27–28
      flame geyser (terrain hazard), 126                    hellwalker (feat), 28
      flesh facade (action), 225                            helmet of salvation (item), 41
      flesh-softening mucus (poison), 130                   Herald, 52, 55
      fleshbound tome (item), 40–41                         hollow claws (trait), 220
      fleshy ground (terrain hazard), 126, 280, 286, 299,   horde of admirers (Shadow action), 304
          305                                               horrific revelations, 280
      flinch and hunker (reaction), 209                     horrifying illusion (Shadow action), 295
      foe sight (trait), 220                                hungry flight (legendary action), 305, 306
      fog of fear (Shadow action), 284                      hungry rush (legendary action), 310
      fog of fear (terrain hazard), 126, 283                hurl forth (legendary action), 267
      foul art, 299                                         illumination (trait), 175, 241, 245
      fourth circle, 131: fiends, 235–264                   immolated (trait), 220
      frightful presence (trait), 229, 231, 233             immunity to parasite (trait), 330
      gaping thoughts (curse), 122, 302                     immutable form (trait), 269, 272
      gasp of fire (disease), 123                           imp’s fingerbone (item), 41
      Gate of Bone, The, 51, 106–116                        imposter (spell), 35–36
      gaze of temptation (trait), 283, 284                  incantation of Raaaee (spell), 36
      Gehenna corruption, 173–174                           incendiary fists (trait), 204
      Gehenna Legion, 134–135                               incorporeal movement (trait), 195, 197, 199
      generous trap (Shadow action), 303–304                incorporeal transport, 270
      ghost-colored (trait), 204                            Increasing Rage, 290
      girdle of truth (item), 41                            infectious slime (Shadow action), 297–298
      glimpse destiny (trait), 253                          infernal shackles (item), 41
      grasping bones (Shadow action), 322                   infernal wounds (trait), 194
      grasping hordes (trait), 265                          innate spellcasting (psionics), 180
      gravity cliff (trap), 126–127                         innate spellcasting (trait), 236
      greater eldritch spear (trait), 220                   insightful attack (trait), 317
      gryllus-flesh tome (item), 41                         interrogating plunge (effect), 42
      gryllus, 211–218                                      invisibility (action), 199
      Gurgar (fire giant), 75–76                            invisible fiends, 264
      Hades corruption, 175–176                             invulnerability (trait), 228, 236
      Hades Legion, 135                                     isolating oubliette (trap), 127, 303, 308
      halo of spines (spell), 35                            isolating strikes (trait), 177
      hard fall (trait), 212                                keen sight (trait), 251
      hazards, 125–129                                      kick off (legendary action), 245
      heavy skin (trait), 161                               kiss (action), 263
      hellbreath (action), 245                              land of paranoia (Shadow action), 287
      hellfire, 286, 326                                    lash of hunger (item), 41–42
341
        General Index
launch skull (effect), 47                          omniscient decree (trait), 281
leg bite (legendary action), 313                   oppressive glare (spell attack), 281
legion focus (trait), 241                          pack ferocity (trait), 236
legion traits, 143; cacodaemons, 228; damned       pack hunter (trait), 220
    soul swarms, 194; fiends, 236; gryllus, 212;   pack spells (trait), 228
    underfiends, 220; void maggots, 204            pack tactics (trait), 187, 237
legions, 4, 131–140; Archlords and, 276–277;       palace, 53, 55
    changing, 132
                                                   pall of possessiveness, 286
lesser lords, 4, 131
                                                   Pandemonium corruption, 179–180
Lethe corruption, 177–178
                                                   Pandemonium Legion, 138
Lethe Legion, 137
                                                   panic (action), 243
life sense (trait), 195, 197, 199
                                                   panicked shrieks (trait), 194
lifeless aura (trait), 157
                                                   Path of the Trophy Hunter, 17–18
lifesense (trait), 228
                                                   pervert gravity (Shadow action), 307
lightning absorption (trait), 267
                                                   pestilence, 312
limited possession (trait), 233
                                                   pestilent stench (Shadow action), 298
living maze (Shadow action), 319
                                                   petrifying breath (action), 171
living walls (Shadow action), 288
                                                   Phlegethon corruption, 181–182
long rests, 278
                                                   Phlegethon Legion, 56, 137–138
lurker (trait), 324
                                                   plague tower (item), 43–44
maddening mural (Shadow action), 301
                                                   planar travel spells, 121
mage sight (trait), 204
                                                   poison breath (action), 239
maggot spleen (poison), 130
                                                   poison spike (action), 296, 297
maggot ward (reaction), 249
                                                   poisonous flesh (trait), 189, 191
magic resistance (trait), 204
                                                   poisons, 129–130, 289, 292
magical claw (legendary action), 306
                                                   pool of gloom (terrain hazard), 128, 292, 302
magical rift (Shadow action), 307
                                                   possession, 156
majestic breath (poison), 130
                                                   prey-seeking teleport (action), 221, 223, 225
markings of the order (feat), 28
                                                   promote gryllus (legendary action), 297
might of earth (Shadow action), 290
                                                   promotion (trait), 236
mind reader (trait), 212
                                                   psychic inferno (curse), 122
misery sense (trait), 194
                                                   psychic parasite (trait), 329, 330
mist of degeneration (terrain hazard), 128
                                                   purify grounds (spell), 36–37
mobile fortresses, 271
                                                   pursuing hellbreath (action), 245
monk subclass, 20–21
                                                   rabid lunge (legendary action), 290
monsters by CR, 339–340
                                                   radiant flame (action), 269
Nauseating Form, 201
                                                   radiate malignancy (action), 265
necromantic death and rebirth (trait), 261
                                                   rain of bones (Shadow action), 295
necrotic bile (action), 243
                                                   rain of wine (Shadow action), 284–285
Nephilim Engines, 142, 265–274
                                                   rampant scouring, 270
nether breath (trait), 236
                                                   rapid erosion, 320
nether hellscape, 277–278
                                                   Ravaged Lands, 278
noxious acid pool (trap), 128
                                                   reaching claws (trait), 194
noxious beheading (reaction), 312, 313
                                                   reactive (trait), 306, 321
numerous eyes (trait), 281
                                                   reactive heads (trait), 313
       oil geyser (Shadow action), 325
                                                   reckless (trait), 204
                                                                                                   342
                                                                             General Index
      regressing blows (trait), 171                  skelebow (item), 44, 226
      resilient mind (trait), 179                    skelebrain (item), 44
      retributive swipe (trait), 220                 skelemallet (item), 45, 247
      revive head (legendary action), 315            skelemaul (item), 45, 221, 223, 225
      reviving plunge (effect), 42                   skelemaul bite (action), 221, 223, 225
      revolting sinkhole (Shadow action), 315        skelemirror (item), 45–46
      rigor mortis (trait), 194                      skelenquin (item), 46, 226
      ritual dagger (item), 42                       skelesphere (item), 46–48
      roaring earth (Shadow action), 291             skeletong (item), 48, 226
      rock catching (reaction), 173                  skeletoys, 42–48
      rogue subclass, 22–23                          skinshine (disease), 124
      rolling echoes (trait), 212                    skull shrapnel (effect), 47
      rolling flame (legendary action), 241          sky master (trait), 220
      rot skin (trait), 212                          slashing lunge (legendary action), 253
      rotting glance (trait), 313                    slice (legendary action), 309
      rotting touch (effect), 39                     smoke (trait), 327
      royal medallion (action), 302, 303             smoke-veiled fiends (Shadow action), 281–282
      ruination (Shadow action), 328                 snake heads (trait), 313
      rust, 308                                      sneak attack (trait), 199
      rusting tongue (action), 309                   soar between spaces (trait), 236
      sacred vial (item), 42                         soaring spells (trait), 228
      Sage, 52–53, 55                                sorcerer subclass, 23–25
      sanguine sense, 249                            soul dart (action), 261
      Sanguine Ward, 4, 118–119, 201, 202            soul rack (trait), 269
      save DC, corruption trait, 156                 soul seepage (curse), 123
      scissors (action), 309                         soul-selling, 155
      scramble (legendary action), 293               spawn undead (action), 267
      Scrapper, the, 22–23                           spell spit (reaction), 231
      scrapper’s jar (item), 42                      spine throw (action), 327
      scurry (legendary action), 319                 spines (trait), 327
      scuttle (legendary action), 257                spit fire (attack), 181
      second circle, 131: underfiends, 219–226       spit venom (legendary action), 315
      seed of the old forest (item), 42              spiteful glare (legendary action), 324
      seeking hellfire (spell), 37–38                spiteful rejuvenation (trait), 169
      sequestering poison, 130                       spiteful retaliation (trait), 204
      Shadow actions, 278                            stand-alone adventures, 53, 73, 107–116
      shatter surface (effect), 42                   steal luck (legendary action), 253
      shattering weapon (item), 42                   steal magic (legendary action), 257, 310
      Sheol corruption, 183–184                      stench of death (trait), 236
      Sheol Legion, 138–139                          stolen destiny (reaction), 253
      show of might (trait), 175                     stone camouflage (trait), 173
      shred (action), 237                            storm of souls (Shadow action), 285
      Sickening Appearance, 202                      stunning charge (trait), 220
      sign of suffering (effect), 43                 stunning strike (trait), 236
      silence of the grave (legendary action), 243   Stygian agility (trait), 185, 187
      silenced lands, 243                            Styx corruption, 185–188
343
        General Index
Styx Legion, 139                               underfiend-flesh tome (item), 41
suffocating ash pit (trap), 128, 302           underfiends, 219–226
summon fiends (action), 265                    Underhell, nature of, 119–120
summon fodder (reaction), 265                  Underhell contamination (trait), 228
summoning spells, 121                          unnatural vitality (trait), 212
sun sphere (spell), 38                         unnervingly flexible (trait), 204
supercilious (trait), 212                      unsettling burbling (trait), 257
surge forward (bonus action), 205, 207, 209    vengeful recall (trait), 165
surrogate Doomgate, 249                        vengeful retaliation (reaction), 165, 167, 169
survivor (feat), 28                            vicious halo (trap), 129, 305
swarm (trait), 195, 197, 199                   vicious halos (Shadow action), 319
swarming snakes (Shadow action), 315           violent rebirth (trait), 309, 311
swarming spawn (Shadow action), 331            void circle, 131
sword of the spirit (spell), 38                void maggots, 203–210
tactical analysis (trait), 317                 wall (trait), 287
Tartarus corruption, 189–192                   walls have eyes (Shadow action), 282
Tartarus Legion, 139–140                       ward against the mundane (trait), 204
tavern, 53, 55                                 ward of pride (trait), 212
tear through space (Shadow action), 329, 331   warder (feat), 28
teleport (legendary action), 306               wasted lands, 239
temporal boundary, 278                         wasting flesh (poison), 130, 312
tempting text (Shadow action), 288             water susceptibility (trait), 175
tempting treasure (Shadow action), 311         Way of the Wastelands, 20–21
terrain hazards, 125–129                       weeping hellfire (trait), 228
thick hide (trait), 228                        wheeled form (trait), 241
thickened skin (trait), 220                    whispers of glory (Shadow action), 304
third circle, 131: cacodaemons, 227–234        whispers of unmaking (bonus action), 263
three bodies (trait), 293                      wicked duplicate (action), 251
thrown maggot (action), 249                    wild fists (trait), 204
timeless blood (curse), 123                    winged guardian (feat), 28
timeless blood (trait), 197                    Wise One, 53
timelessness, 143, 193, 202, 278               withering stench (trait), 220
To Slay Leviathan, 51, 72–105                  withstand (reaction), 161, 163
tongue (action), 296, 297                      wretched earth (Shadow action), 325
track creature (spell), 38                     wriggling water (terrain hazard), 129, 329
traitor aspect, 292                            writhing flesh (disease), 125
trample (action), 272                          XP on retreat (recurring foes), 277
trampling charge (legendary action), 327
trampling charge (trait), 171
traps, 125–129
truesight (trait), 236
tunnel dodge (legendary action), 323, 324
tusks (attack), 243
two cities, 53, 73
   unbearable tune (Shadow action), 301
       underfiend bile (poison), 130
                                                                                                344
                                                                          General Index
      Map Index
      back of the beast, To Slay Leviathan, 74
      Dragonback Pass, To Slay Leviathan, 82
      Leviathan’s interior, To Slay Leviathan, 102
      palace, Among the Damned, 64
      palace, The Gate of Bone, 110
      Sanguinary Cathedral, To Slay Leviathan, 90
      scattered spire, To Slay Leviathan, 78
      tavern, Among the Damned, 58
      thronecrown trap, To Slay Leviathan, 76
      watch station, Among the Damned, 70
345
        Map Index
Monsters by CR
Underfiend Traits Without the Sanguine Ward.
Note that the challenge ratings of fiends assume that                           5
you are using either both or neither of the Underhell
fiend traits and the Sanguine Ward to counter them      Acheron-corrupted chuul (CR 5), 157, 158
(described on page 118). If you are using the Under-    bonestrike underfiend (CR 5), 221, 222
hell fiend traits but not the Sanguine Ward, increase   Dis-corrupted gorgon (CR 5), 171, 172
the challenge rating of each fiend by 1.
                                                        Hades-corrupted fire elemental (CR 5), 175–176
                                                        Tartarus-corrupted otyugh (CR 5), 191, 192
                         ≤1
shambling fragments (CR 1/8), 153, 154
                                                                                6
broken maggot (CR 1/4), 205, 206
                                                        ashen angel (CR 6), 145, 146
hazy damned soul swarm (CR 1/2), 195, 196
                                                        Cocytus-corrupted roper (CR 6), 167, 168
                                                        roiling damned soul swarm (CR 6), 199, 200
                          1                             Sheol-corrupted wyvern (CR 6), 183, 184
                                                                                                           346
                                                                              Monsters by CR
      mandrake (CR 11), 251, 252                         Pulgasaur, bronze form (CR 17), 308–311
      philter (CR 11), 255, 256                          Tarasque’s avatar (CR 17), 326
      tardigrade (CR 11), 261–262
                                                                                  18
                              12
                                                         Argus’s avatar (CR 18), 280
      bellatrix (CR 12), 237, 238                        Chthon (CR 18), 289–291
      Pulgasaur’s avatar, bronze form (CR 12), 311       Scylla (CR 18), 312–315
      shrieking cacodaemon (CR 12), 233, 234             Stheno’s avatar (CR 18), 320
      Styx-corrupted behir (CR 12), 185, 186
                                                                                  19
                               13
                                                         Filudo’s avatar (CR 19), 329
      hell hound alpha (CR 13), 245, 246                 Jabootu (CR 19), 299–301
      nuckelavee (CR 13), 253–254                        Orobas’s avatar (CR 19), 302
      raparee (CR 13), 257, 258                          Procrustes’s avatar (CR 19), 305
                                                         Pulgasaur’s avatar, all forms (CR 19), 311
                              14                         Stroma’s avatar (CR 19), 323
                              17                                                 24
      Baphomet (CR 17), 286–288                          Geryon (CR 24), 292–295
      Geryon’s avatar (CR 17), 295
347
        Monsters by CR
                      25
Argus (CR 25), 280–282
                      26
Filudo (CR 26), 329–331
Mantispid, the (Filudo) (CR 26), 329–331
Pulgasaur, all forms (CR 26), 308–310
                      27
Orobas (CR 27), 302–304
                      28
Procrustes (CR 28), 305–307
                      29
Stroma (CR 29), 323–325
                      30
Spider Mastermind (CR 30), 316–318
                                                            348
                                           Monsters by CR
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