Demons

Demons #

Roll 1d10 for every non-mook demon. If your roll is less than or equal to the demon’s level, pick from or roll 1d6 on the below chart (or 1d8 for nastier abilities).

d6 or d8Description
1True Seeing: The demon ignores invisibility and illusions.
2Fireproof: The demon has Resist Fire 15+.
3Invisibility: The first time the demon is staggered in an encounter, it becomes invisible until the end of its next turn.
4Energy Resistant: The demon has Resist 12+ for all energy types.
5Fear Aura: The demon has a Fear Aura (as the generic ability).
6*Teleport: 1d3 times per encounter, the demon can teleport anywhere nearby as a quick action.
7Demonic Speed: The demon can take an extra standard action each turn while the escalation die is 4+.
8Demonic Momentum: The demon gains Escalator.

Dretch #

3rd Level Mook, Medium Initiative
Reckless, Targets most threatening

AC 18
PD 15
MD 16
HP 15 (mook)
3 Mooks

Claws (Melee, +8 vs AC)

Hit: 4 damage.


Overwhelm With Fear: When a number of Dretches equal to their target’s level (half their level if staggered) hit, the target is Shaken until the start of the Dretches’ next turn.


Imp #

3rd Level Spoiler, Fast Initiative
Cautious, Targets most threatening

AC 18
PD 15
MD 16
HP 36

Festering Claws (Melee, +8 vs AC)

Hit: 4 damage and 3 ongoing necrotic damage.

Blight Jet (Ranged, Provokes, +8 vs PD, 1 nearby/far target)

Hit: 6 necrotic damage, and the target is Dazed (11+ save ends).

First Natural 13+ per turn: Either make a Blight Jet attack against a target the Imp hasn’t attacked this round or the target is Weakened instead of Dazed.


Curse Aura: If an enemy rolls a Natural 8- against the Imp, they take 1d10 psychic damage.

Flight


Despoiler #

4th Level Spoiler, Slow Initiative
Cautious, Targets most threatening

AC 19
PD 16
MD 17
HP 56

Horns (Melee, +8 vs AC, 2 attacks)

Hit: 4 damage.

Natural 13+ Hit: Pop free from the target.

Abyssal Whispers (Spell, Provokes, +9 vs MD, 1 nearby/far target)

Hit: 8 psychic damage and the target is confused (11+ save ends).

Special: The target may choose to take 2d4 extra psychic damage instead of being confused.


Babau #

5th Level Mook, Fast Initiative
Brave, Defender

AC 20
PD 17
MD 18
HP 18 (mook)
4 Mooks

Slimy Claws (Melee, +10 vs AC)

Hit: 5 damage.


Protective Slime: Anyone who hits a group of Babau with a melee attack takes 1d4 acid damage per mook remaining in the group before damage is dealt.


Frenzy Demon #

5th Level Troop, Fast Initiative
Reckless, Targets most recent

AC 20
PD 17
MD 18
HP 72 (mook)
Bloody Claws (Melee, +10 vs AC)

Hit: 14 damage.

Miss: +1 to hit and hit damage until the end of the encounter (to a maximum of +2 hit/damage).

Spend 1 Threat: Until the end of the encounter, this frenzy demon’s added hit damage is applied as miss damage as well.


Harrower Demon #

5th Level Wrecker, Medium Initiative
Cautious, Targets most threatening

AC 20
PD 18
MD 17
HP 68

Unholy Bow (Ranged, Provokes, +10 vs AC, 1 nearby/far target)

Hit: 14 damage. The target is Dazed until they pull the arrow out (which takes a quick action and they take 4 ongoing damage).

Toothed Bow (Melee, +10 vs AC)

Hit: 8 damage. The target is Dazed until they pull the teeth out (which takes a quick action and they take 4 ongoing damage). The Harrower Demon takes 1d4 damage.

Spend 1 Threat: Until the end of the encounter, anytime a target hits the Harrower Demon with a melee attack, that target takes 1d6 damage.


Vrock #

6th Level Spoiler, Fast Initiative
Cautious, Targets least threatening

AC 21
PD 19
MD 18
HP 84

Carrion Talons (Melee, +11 vs AC, 2 attacks)

Hit: 4 damage and 4 ongoing necrotic damage.

Natural Even Hit: As Hit, and the Vrock may make a Demonic Screech attack as a quick action this turn.

Demonic Screech (Ranged, +11 vs MD, 1d3 nearby enemies)

Hit: 3 psychic damage and the target is Vulnerable (13+ save ends).


Spend 1 Threat: Use this when an enemy who’s already Vulnerable is hit by Demonic Screech. They’re Hampered until the end of the Vrock’s next turn.


Hezrou #

7th Level Troop, Medium Initiative
Double-Strength
Brave, Targets least threatening

AC 22
PD 20
MD 19
HP 232

Huge Webbed Hands (Melee, +12 vs AC, 2 attacks)

Hit: 22 damage, and if the Hezrou isn’t already Grabbing a creature, the target is Grabbed.


Horrifying Stench: Any staggered enemy who’s engaged with the Hezrou is Shaken while engaged.

Large 9+

Spend 2 Threat: Until the end of the encounter, the Hezrou’s allies treat any enemy the Hezrou has Grabbed as Softened.


Glabrezou #

8th Level Wrecker, Medium Initiative
Double-Strength
Cautious, Targets most threatening

AC 23
PD 20
MD 21
HP 280

Pincer (Melee, +13 vs AC)

Hit: 45 damage.

Natural Even Hit: As Hit, and the Glabrezou can Grab the target if it’s not already Grabbing something.

Painbolt (Spell, +13 vs MD, 1 nearby target)

Hit: 60 psychic damage.

Hellfire (Spell, +13 vs PD, 1d3 nearby targets plus any grabbed targets)

Hit: 30 fire damage.


Spend 1 Threat: The Glabrezou may use Mirror Image this turn.

Mirror Image (Spell, Move)

The Glabrezou can make multiple images of itself. The next two Natural Odd attacks against AC or PD are downgraded from Crit to hit, hit to miss, or miss to no effect.


Hooked Demon #

9th Level Mook, Fast Initiative
Brave, Targets least threatening

AC 24
PD 21
MD 22
HP 38 (mook)
5 Mooks

Hooks and Barbs (Melee, +14 vs AC)

Hit: 9 damage.

Natural 13+ Hit: Make another Hooks and Barbs attack.


Spend 1 Threat: Until the end of the Hooked Demons’ next turn, any enemy they hit takes damage equal to 5 x the number of Hooked Demons that hit them if they make a non-basic attack.


Despoiler Mage #

9th Level Spoiler, Slow Initiative
Cautious, Targets most threatening

AC 24
PD 21
MD 22
HP 176

Horns (Melee, +14 vs AC, 2 attacks)

Hit: 16 damage.

Natural 13+ Hit: As Hit, and pop free from the target.

Abyssal Whispers (Spell, Provokes, +14 vs MD, 1 nearby/far target)

Hit: 32 psychic damage and the target is confused (11+ save ends).

Special: The target may choose to take 4d8 extra psychic damage instead of being confused.

Magic Missiles (Spell, Provokes, Quick, 1 nearby/far target)

Two targets take 5 force damage.


Aura of Betrayal: At the start of each of the Despoiler Mage’s turns, it selects one enemy. Until the start of the Despoiler Mage’s next turn, it’s not considered an ally by its other allies.


Giant Vrock #

9th Level Spoiler, Fast Initiative
Double-Strength
Cautious, Targets least threatening

AC 24
PD 22
MD 21
HP 352

Carrion Talons (Melee, +14 vs AC, 2 attacks)

Hit: 20 damage and 15 ongoing necrotic damage.

Natural Even Hit: As Hit, and the Vrock may make a Demonic Screech attack as a quick action this turn.

Demonic Screech (Ranged, +14 vs MD, 1d3 nearby enemies)

Hit: 5 psychic damage and the target is Vulnerable (13+ save ends).

Sporeburst (Ranged, +14 vs PD, all nearby enemies)

Hit: 20 necrotic damage and 25 ongoing necrotic damage. While the target is taking ongoing necrotic damage from this, it’s also Hampered.

Special: Use this once per encounter at Escalation 4+.

Spend 2 Threat: You may use Sporeburst at Escalation 2+ instead of 4+.


Nalfeshnee #

10th Level Spoiler, Medium Initiative
Double-Strength
Cautious, Targets most threatening

AC 25
PD 22
MD 23
HP 400

Slimy Hooves (Melee, +15 vs AC)

Hit: 80 damage.

Miss: Slimy Hooves gains 1 Advantage until it hits (this stacks with itself).

Accursed Burst (Spell, +15 vs PD, 1d3 nearby enemies)

Hit: 40 fire, cold, lightning, or necrotic damage. The Nalfeshnee can make an Abyssal Curse attack as a free action against the target.

Abyssal Curse (Ranged, +15 vs MD)

Hit: The target is weakened until the end of its next turn.

Special: This can only be triggered through Accursed Burst.


Unpredictable: Nalfeshnee have two random demon abilities.

Flight, Large 9+

Spend 2 Threat: Once per encounter, when the Nalfeshnee is staggered, as a quick action it can gate in 2d4 Hooked Demons. They appear at Fast Initiative and can act immediately then.


Marilith #

12th Level Troop, Medium Initiative
Double-Strength
Volatile, Targets least threatening

AC 27
PD 24
MD 25
HP 700

Six Swords (Melee, +17 vs AC, 6 attacks)

Hit: 28 damage. The Marilith can pop free from the target after the attacks.


Spend 2 Threat: The Marilith may use Beguiling Gaze this turn.

Beguiling Gaze (Spell, Quick, +17 vs MD, 1 nearby/far unengaged enemy, 1/round)

Hit: The target immediately moves towards the Marilith, attempting to engage it and taking any Opportunity Attacks that would normally be provoked.

Miss: Refund 1 Threat.

Crit: The target is Softened until the end of their next turn.

Deadly Swords: At Escalation 2+, the Marilith treats every enemy as Vulnerable.


Balor #

12th Level Blocker, Fast Initiative
Double-Strength
Cautious, Defender

AC 27
PD 25
MD 24
HP 728

Abyssal Blade (Melee, +17 vs AC)

Hit: 120 damage.

Natural Even Hit: As Hit, and both the target and a number of nearby enemies equal to Escalation take 1d10 lightning damage and are Dazed unless they have Resist Lightning 13+ or higher.

Natural Even Miss: 60 damage.

Flaming Whip (Ranged, Quick, +17 vs PD, 1 nearby target)

Hit: 30 fire damage, and the target is pulled to the Balor.

Natural Even Miss: 15 fire damage.

Special: This attack can be intercepted as if it were a melee attack.


Fiery Aura: At the start of the Balor’s turn, every engaged enemy takes 2d10 fire damage unless they have Resist Fire 13+ or higher. If they take fire damage from this, they gain 1 Disadvantage to disengage checks until the start of the Balor’s next turn.

Smoke and Shadow: Attacks from far enemies gain 2 Disadvantage.

Flight, Escalator, Large 11+

Spend 2 Threat: Until the end of the encounter, the Balor treats anyone who’s taken fire damage since the start of their last turn as Softened.