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The Abyssal

A player class inspired by the


demonic beings of the Infinite Abyss!
Version 1.3
April 18, 2019
~Created for Dungeons and Dragons 5th Edition~

Contents Credits
The Abyssal Class............................................................................2 Class Concept and Design: Ben House
Class Features...................................................................................2 Equipment & Item Concept and Design: Ben House, Jake
Abyssal Origins.................................................................................6 Lenzen, Nicholas Smith
Balor...................................................................................6
Chasme..........................................................................8 Development and Editing: Cameron Coker, Chase Hardy,
Glabrezu....................................................................9 Ben House, Jake Lenzen, Thomas Marshall, Nicholas Smith
Marilith.....................................................................11 Organized Play: Ben House, Nicholas Smith
Shadow...........................................................................12
Playtesters: Daniel Brossart, Chelsey Gobeli, Chase Hardy,
Spells................................................................................14
Ben House, Jake Lenzen, Anne Lynch, Nicholas Smith,
Spell List.........................................................................14
Elizabeth Stephens
Spell Descriptions.........................................................15
Items & Equipment......................................................................18 Special Thanks: Wizards of the Coast, MisterSinister and
Creatures............................................................................21 the other contributors to Liber Demonica (3.5), Matthew
Colville, the D&D Beyond and Reddit communities

Art Credits Inspiration: Out of the Abyss: Rage of Demons, Magic the
Gathering, Arena Net’s Guild Wars, Brandon Sanderson,
Cover - Cryptolith Rite by Zack Stella Robert Jordan
Contents - Out of the Abyss by Wizards of the Coast
Created Using: Adobe InDesign, Adobe Photoshop
Class Features - Dark Forest by VityaR83
Class Features - Shadow Dancer by Carlos Caberea
Class Features - Into the Abyss by Wizards of the Coast
Spells - Scroll of Monster Knowledge by Nalum Tei
Balor - D&D Monster Manual
Chasme - D&D Monster Manual
Merilith - D&D Monster Manual
Shadow Demon - D&D Monster Manual
Glabrezu - D&D Monster Manual

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.

Contents & Credits


11
Abyssal
Plants blackening beneath her stride, a half-elf
approaches a cowering hobgoblin, black mist swirling in her
wake. Relishing in the moment, she casually slides her blade
into the darkness of the rocky outcrop at her side as a thin,
black point blooms from her victim’s back. The night falls
silent once more.
The goliath’s tall, coal-black body erupts into violent red
flames. Brandishing a greatsword burning with the same fire
that engulfs his body, he wades through his enemies, leaving
smoldering corpses in his wake, directing piercing eyes that
appear like the molten pools of a volcano. They certainly
promise a death no less painful.
Laughter rings throughout the dungeon as a young
human lounges against the wall of his cell, a smile wide on
his face. With the pact complete, he informs his companions
that their captors would be thrilled to see to their release at
the earliest possible convenience.
Drawing upon the souls of the fallen and ruining the
minds and bodies of their victims with their unnatural gifts,
abyssal are twisted beings of chaos. Their warped souls and
adaptable nature allow them to fulfill unique roles in the
party with explosive potential.

The Strength of a Soul


Abyssal have survived an ordeal that would leave most
mortals a ravaged ruin: they have been possessed by a
Demon of the Infinite Abyss. In spite of this horrible ordeal,
however, their soul fought back and survived. After an
internal war, the demonic soul has merged with their mortal
soul, corrupting the core of their essence, and stretching
their mind and body to the breaking point.
All abyssal suffer the temptations of their unique and
powerful corruption - and the accompanying madness
inherited from their demon’s soul.

Corrupted Power
The trauma of demonic possession has left its mark. Their
twisted soul and consumption of souls make an abyssal’s
magic terrible and powerful.

2 Class Features
The Abyssal
Proficiency Soul Cantrips Spells Spell
Level Bonus Points Features Known Known Level
1st +2 1 Abyssal Origin, Spellcasting 2 — —
2nd +2 2 Fighting Style 2 2 1
3rd +2 3 Abyssal Origins feature 2 4 1
4th +2 4 Ability Score Improvement 3 5 2
5th +3 5 Abyssal Origins feature 3 6 2
6th +3 6 Violent Magic 3 7 3
7th +3 7 Abyssal Origins feature 3 8 3
8th +3 8 Ability Score Improvement 3 9 3
9th +4 9 Abyssal Origins feature 3 10 4
10th +4 10 Telepathy 4 11 4
11th +4 11 Abyssal Origins feature 4 12 4
12th +4 12 Ability Score Improvement 4 12 5
13th +5 13 Demonic Resilience 4 13 5
14th +5 14 Abyssal Origins feature 4 13 5
15th +5 15 — 4 14 6
16th +5 16 Ability Score Improvement 4 14 6
17th +6 17 Abyssal Origins feature 4 15 6
18th +6 18 — 4 15 7
19th +6 19 Ability Score Improvement 4 15 7
20th +6 20 Infinite Abyss 4 15 7

Unlike most other beings, an abyssal’s magic is not Did you enter into a pact with this demon willingly?
limited by their power alone, nor does it come from the Perhaps you heard of a great power sealed away and sought
blessing of some great deity. It is fueled by a nearly limitless it out with naught but good intentions? Maybe something
resource: the soul. By drawing on the power of souls they went horribly awry and your initial attempts to control the
have torn away and consumed, the abyssal can perform feats demon failed? Are you aware of your possession or is the
both subtle and spectacular. demon slowly taking control?
These dark practices are not willfully done however, and Is your soul in a constant struggle for control of your
come as naturally and irresistibly as breathing. Indeed, just actions or has one side won out over the other for the time
as breath is necessary for life, the absorption of souls is both being? Was it your soul’s will alone that allowed you to regain
the fuel for their power and the wellspring of their existence. a modicum of control? Or were you aided by some external
When their reserves are low or the need is great enough, an source?
abyssal can even fuel or augment their fearsome powers with
their own life force. Quick Build
While most abyssal curse what they have become, there You can make an abyssal quickly by following these
are those who fully embrace the unnaturally long life and suggestions. First, Charisma should be your highest ability
raw power that comes with their affliction. Either way, due score, followed by Constitution or Dexterity. Second, choose
to their ties to the Abyss, many abyssal live in secret, rarely the Sage background. Third, choose the Eldritch Blast
revealing their abilities and hungers to the world, lest they cantrip and one cantrip from your Origin.
expose their true nature.

Multiclassing
Creating an Abyssal To multiclass into the abyssal class, you must have both
As you create your abyssal character consider the nature Charisma and Wisdom scores of 13 or higher.
of your possession. What manner of demon do you share
your soul and body with? Were you possessed by a shadow Starting Wealth
demon? Or were you bested by the might of a fiery balor? If you choose to start this character with a number of gold
Was this demon actively serving an even greater evil? pieces based on your class rather than with the assigned
equipment, you begin with 4d4 x 10 gp.

Class Features 3
Class Features Spellcasting Ability
Charisma is your spellcasting ability for your abyssal spells.
As an abyssal, you gain the following class features.
You must spend a number of soul points equal to the cost
of the spell’s level to cast a spell. You use your Charisma
Hit Points whenever a spell refers to your spellcasting ability. In
Hit Dice: 1d8 per abyssal level
addition, you use your Charisma modifier when setting the
Hit Points at 1st Level: 8 + Constitution Modifier
saving throw DC for an abyssal spell you cast and when
Hit Points at Higher Levels: 1d8 (or 5) + your
making an attack roll with one.
Constitution modifier per abyssal level after 1st
Spell save DC = 8 + your proficiency bonus +
Proficiencies your Charisma modifier
Armor: Light Armor Spell attack modifier = your proficiency bonus +
Weapons: Simple Weapons, Glaive, Greatsword, Longsword, your Charisma modifier
Net, Scimitar, Shortsword, Rapier, Whip
Tools: None
Soul Focus
Saving Throws: Wisdom, Charisma
As an abyssal, your souls are bound to a small vessel of your
Skills: Choose two from Arcana, Athletics, History,
choosing. This vessel must be a sealed container, such as
Perception, Religion, or Survival
a locket, music box, or ale barrel - or a precious gemstone
worth at least 100 gp, but can be no larger than 3 cubic feet.
Equipment This object acts as a spellcasting focus (found in chapter 5 of
You start with the following equipment in addition to the the PHB) for your abyssal spells as well as the seal for your
equipment granted by your background: intertwined souls and the souls that fuel your magic. You
• A simple or martial weapon you are proficient in know the general location of your Soul Focus at all times as
• (a) A Scholar’s Pack or (b) An Explorer’s Pack long as it is within 100 feet of you.
• Leather Armor When you become separated from your Soul Focus by
• A Torch and Tinderbox more than 100 feet, you immediately fall to 1 hit point and
become unconscious. You cannot regain consciousness until

Spellcasting you are near your Soul Focus again. Should you become
separated from your Soul Focus for a period lasting longer
The trauma of your possession has left a mark on you, than 24 hours, you die.
infusing you with magic from the Infinite Layers. This font of If your Soul Focus would be destroyed, you die
magic is fueled by the souls of those you have captured. immediately, and it must be restored before you can be
brought back to life. Your Soul Focus must be within 100
Cantrips feet of you in order for you to be brought back to life. See
At first level you know two cantrips of your choice from the the Equipment section on page 22 for more information
abyssal spell list. You learn additional abyssal cantrips of regarding the physical stats of your Soul Focus.
your choice at higher levels, as shown in the Cantrips Known
column of the Abyssal table.
Abyssal Origin
The Infinite Layers of the Abyss, the birthplace of the
Spells Known of 1st Level & Higher demons, is a chaotic Plane with innumerable layers of infinite
You can cast any number of spells you know of a spell slot
variety connected haphazardly. You have been possessed by
that is available to you as shown on Spell Level column of the
a resident of the Abyss and with your combined souls, have
Abyssal table.
been awakened to a new path of dark and powerful magic.
The Spells Known column of the Abyssal table shows
Choose the origin of the demon with whom you share
when you learn more abyssal spells of your choice. Each
your soul and body. The demon’s essence has intertwined
of these spells must be of a level of which you can cast, as
with your own, granting you their inherent demonic powers
shown on the table. For instance, when you reach 4th level in
and the accompanying madness. Your choice grants you
this class, you can learn one new spell of 1st or 2nd level.
features when you choose it at 1st level, and again at 3rd,
Additionally, when you gain a level in this class, you can
5th, 7th, 9th, 11th, 14th, and 17th level. Regardless of their
choose one of the abyssal spells you know and replace it with
Origin, all abyssal share the following traits.
another spell from the abyssal spell list, which also must be
of a level you can cast.

4 Class Features
Ageless Close Quarters Shooter
As long as you continue to ingest souls, you physical body You are trained in making ranged attacks at close quarters.
maintains a youthful appearance, and does not age. When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack
Darkvision roll. Your ranged attacks ignore half cover and three-quarters
Your demonic nature has granted you superior vision in dark cover against targets within 30 feet of you.
and dim conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim Dueling
light. When you are wielding a melee weapon in one hand, and no
other weapons, you gain a +2 bonus to damage rolls with that
Abyssal Language weapon.
Your mind is plagued with some innate abyssal knowledge.
You can speak, read, and write in the Abyssal language. Great Weapon Fighter
When you roll a 1 or 2 on a damage die for an attack you

Soul Points make with a melee weapon, you can re-roll the die and
must use the new roll, even if the new roll is a 1 or a 2. The
Soul points are the price for almost all of your spells and weapon must have the two-handed or versatile property for
abilities, as well as your own life force. you to gain this benefit.
You have a maximum number of soul points equal to
your abyssal level as shown in the Soul Points column of the
Abyssal table. You can never have more soul points than the
Tunnel Fighter
You excel at defending narrow passages, doorways, and other
amount shown on the table.
tight spaces. As a bonus action, you can enter a defensive
Once per round, if a creature with a challenge rating of
stance that lasts until the start of your next turn. While in
1/2 or greater that you can see within 100 feet of you dies,
your defensive stance, you can make a melee attack against a
you can use your reaction to gain a number of soul points
creature that moves more than 5 feet while within your reach
equal to that creature’s challenge rating rounded up. If you
as a reaction.
land a critical hit on a creature, you can use your reaction
to gain a number of soul points equal to half that creature’s
challenge rating rounded up. Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Sacrifice
You may elect to replace part or all of the cost of an abyssal
spell or ability with hit dice in place of soul points. Ability Score Increase
When you do this, you lose 1d8 hit points per hit dice When you reach 4th level, and again at 8th, 12th, 16th and
spent. If this reduces you to 0 hit points, you fall unconscious 19th level, you can increase one ability score of your choice
and must roll a d20 - on a roll of 11 or greater, the spell is still by 2, or you can increase two ability scores of your choice
cast as you intended it. On a roll of 10 or less, the spell fails. by 1. As normal, you can’t increase an ability score above 20
You can use this feature up to your abyssal level, regaining all using this feature.
expended uses after a long rest.

Convalescence Violent Magic


If you would benefit from a short or long rest, when rolling At your 6th level, you have mastered the art of weaving your
Hit Dice to regain hit points, you may choose to spend a Hit magic and weapon attacks into a single concerted act. When
Dice to gain one soul point instead. you use your action to perform an abyssal ability or cast a
spell, you can immediately make one weapon attack as a
bonus action.
Fighting Style
At level 2, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take
Telepathy
a fighting style more than once, if you later get to choose Starting at 10th level, you can telepathically speak to any
again. creature you can see within 120 feet of you. You don’t need
to share a language with the creature for it to understand
your telepathic utterances, but the creature must be able to
understand at least one language.

Class Features 5
Balor
Abyssal Ressurection
You have been possessed by a balor, an ancient and terrible
The demonic half of your soul is ever watchful for a moment
evil. Balor usually rule over demonic armies, yearning for
to regain control. If you die by any means that leaves your
power at all costs. A balor’s prowess and tenacity in battle is
body mostly intact, your body is quickly taken over by the
fueled by hatred and rage. Channeling this demonic fury in
demon that possessed you.
its death throes, it will destroy even the hardiest of its foes
When the demon takes over your body, all wounds
with its fiery explosions.
and conditions are immediately healed. The demon regains
When choosing this origin you gain resistance to fire
its original alignment, as well as all of its original abilities,
damage and gain proficiency one of the following skills:
resistances, and health in addition to that of your own.
Athletics, Insight, and Intimidation.
If your body is rendered unconscious while being
controlled by the demon, you regain control of your body
when you regain consciousness. Expanded Spell List
The Balor Origin lets you choose from an expanded list of
It is possible to address multiple creatures at once spells when you learn an abyssal spell. The following spells
telepathically, although maintaining a telepathic conversation are added to the abyssal spell list for you.
with more than one creature at a time is just as difficult as
simultaneously speaking and listening to multiple people at Balor Origin Spells
the same time. Abyssal Level Spells
1st Fire Bolt, Lightning Lure, Shocking Grasp

Demonic Resilience 2nd Burning Hands, Hellish Rebuke


4th Heat Metal, Misty Step, Scorching Ray
At 13th level, your demonic constitution makes you immune
6th Fireball, Lightning Bolt
to poison.
Additionally, once per short rest, if you would make an 9th Elemental Bane, Wall of Fire
attack roll, ability check, or saving throw, you can expend a 12th Far Step, Immolation
number of soul points up to your proficiency bonus to add 15th Investiture of Flame, Investiture of Lightning,
1 plus the number of soul points spent to your roll. You can True Seeing
choose to do so after you roll the die, but before the DM tells 17th Fire Storm, Teleport
you whether you succeed or fail.

Fire Aura
Infinite Abyss At 1st level, your body naturally exhumes flames when you
are under extreme stress or angered. As an action, you can
At 20th level, you no longer need to spend soul points to
spend a soul point to wreath your body in flames, emanating
use abilities gain from your Abyssal Origins features. Your
an aura of intense heat for 1 minute.
Demonic Resilience and spell casting still require the normal
This Fire Aura deals 1d6 fire damage to all creatures
amount of soul points.
within a radius of 5 feet when you activate this ability and to
all creatures who begin their turn within 5 feet of you for the
Abyssal Origins duration. This ability also causes nearby objects that aren’t
being worn or carried to ignite. While this effect is active, the
Many races live in and around the Material Plane, yet their
flames from your body shed bright light in a 30 foot radius.
numbers pale in comparison to the innumerable host of
The damage caused by your Fire Aura increases by 1d6
demons residing the Infinite Layers of the Abyss. It comes as
at 5th level (2d6), 9th level (3d6), and 14th level (4d6).
no surprise that some of these demons make their way into
You can use this ability a number of times equal to your
the Material Realm. Whether being summoned, ordered, or
proficiency bonus. You regain all expended uses when you
acting alone, demons will frequently take possession of a
finish a long rest.
mortal body. In exceptionally rare occasions, this intrusion
leads to the creation of a mortal Abyssal.

6 Abyssal Origins: Balor


Battle Prowess
Madness of Fire At 9th level, you may choose a second option from the
The trauma of your possession has driven you mad. Fighting Style class feature
Whenever you gain a new level, roll on the Madness of Additionally, if both your hands are free you can now
Fire table to determine the nature of your madness, which evoke two one-handed melee weapons (one in either hand)
becomes a character flaw that lasts until you reach your next or one two-handed melee weapon when using Tools of the
level or are cured by some magical means determined by the Tyrant. You may choose different weapon forms and damage
DM, such as Calm Emotions, a Dispel Evil and Good, Remove types for each weapon.
Curse, or a Lesser or Greater Restoration.
d100 Flaw (lasts until cured.) Death Throes
1-20 “I will light anything on fire in order to relieve some Starting at 11th level, you can release all of the energy of
tension and stress.” your Fire Aura at once in a single burst of energy. While your
21-40 “My anger consumes me. I can’t be Fire Aura is active, you can use your action and spend 2 soul
reasoned with when my rage has been stoked.” points to cause a spherical explosion of heat centered at
41-60 “Hate comes easily to me and explodes into rage. your location that can be heard from 300 feet. This explosion
Destroying the source of my anger is the only way to extinguishes your Fire Aura and ignites flammable objects in
cool my temper.” the area that aren’t being worn or carried.
61-80 ”It’s hard to look away from a flame once it has Each creature within 30 feet of you must make a
caught my attention.” Dexterity saving throw. On a failed save, a creature takes fire
81-100 “I am full of self-directed resentment, and am damage equal to twice that of your Fire Aura and is pushed
overcome with shame for my previous actions.” 10 feet away from you. On a successful save, the creature
takes half as much damage and is not pushed back.

Tools of the Tyrant


Beginning at 3rd level, you can use your action and spend a
soul point to evoke an elemental weapon in your free hand
that lasts for 1 minute. A weapon evoked in this way appears
as any one-handed melee weapon that you are proficient in,
sheds bright light in a 10-foot radius, appears as either Fire
or Lightning (your choice), and deals damage according to its
elemental type instead of its normal damage type.
When you hit a creature with an attack from an evoked
weapon, you may use your bonus action and spend a number
of soul points up to your proficiency bonus to deal an extra
1d6 damage plus an additional 1d6 damage per soul point
spent.
If a weapon created by this ability leaves your hands
by any means, it disappears at the end of the current turn.
The weapon can be evoked again during your turn as a
bonus action. Any weapon created in this way disappears
completely after 1 minute. This ability cannot be used to
create ammunition such as arrows or darts.

Cloak of Flame
Starting at 5th level, the superheated air around your body
can protect you from incoming attacks. While your Fire Aura
is active, you may add your proficiency bonus to your AC
against ranged attacks that target you.

Aura of Awe
At 7th level, your eyes glow white hot and project an aura of
awe. You have advantage on Charisma (Intimidation) checks
to impose your will on a creature, and when you would
make a Charisma (Persuasion) check, you may use your
Intimidation ability modifier instead.

Abyssal Origins: Balor 7


If you are reduced to 0 hit points, this ability is triggered You gain two of the following Proboscis Strike options of
automatically without spending soul points, as the energy your choice. You can choose an additional effect at 5th level,
stored inside your body is explosively released. Once your 9th level, and 14th level. Unless otherwise stated, you can
Death Throe has been released in this way, you cannot use use only one effect per weapon attack.
your Fire Aura or release a Death Throe again until you
complete a long rest. Debilitating
Your strike inhibits the target creature’s movement. The
Killing Intent target has disadvantage on Dexterity saving throws and their
At 14th level, your attacks strike with a keen intent to kill. movement speed is reduced by 10 until the beginning of your
When you score a critical hit with a weapon attack, you can next turn.
now roll damage dice for that attack three times instead of
twice. Devitalizing
You disrupt a creature’s vital organs, reducing the target’s
hit point maximum by the amount of damage dealt by your
Flame Body weapon attack until the creature finishes a long rest or
Beginning at 17th level, your body is always physically hot
until it is affected by a spell like greater restoration. If this
to the touch. When a creature touches you or hits you with a
effect reduces a creature’s hit point maximum to 0, the
melee attack, you can choose for it to take fire damage equal
creature dies. Additionally, the target has disadvantage on
to 2d6 plus your Constitution modifier.
Constitution saving throws until the end of your next turn.

Chasme Disrupting
Your negative energy interferes with the target creature’s
You have been possessed by a chasme, an unspeakable
senses. You force the target creature to make a Constitution
crossing of humanoid and fly. Often serving great demon’s
saving throw against your spell save DC. On a fail, the
as taskmasters and interrogators, they also have knack
creature becomes Blinded or Deafened (your choice) until
for finding the target of their hunt. The chasme famously
the end of its next turn. On a success, there is no effect.
produces a droning sound that makes non-demons fall
unconscious.
When choosing this origin you gain resistance to Dulling
Your negative energy hinders the target creature’s intellect.
necrotic damage and gain proficiency in one of the following
The target has disadvantage on the next attack it makes and
skills: Deception, Insight, and Investigation.
on Intelligence saving throws until the end of your next turn.

Expanded Spell List Enervating


The Chasme Origin lets you choose from an expanded list of
The target creature is drained of energy and can’t use
spells when you learn an abyssal spell. The following spells
reactions. On its next turn, it can use either an action or
are added to the abyssal spell list for you.
a bonus action, not both, and regardless of the creature’s
abilities or magic items, it can’t make more than one melee
Chasme Origin Spells or ranged attack during its turn.
Abyssal Level Spells
1st Acid Splash, Poison Spray Imbecilic
2nd Inflict Wounds, Feather Fall, Hex, Sleep The target creature is momentarily dazed by your strike. It
4th Blur, See Invisibility, Ray of Enfeeblement drops whatever it is holding and the next attack roll made
6th Stinking Cloud, Feign Death, Web of Disruption against the target has advantage.
9th Blight, Freedom of Movement
Lingering
12th Contagion, Enervation, Modify Memory
You can force the target creature to make a Constitution
15th Eyebite, Harm, Mass Suggestion
saving throw against your spell save DC at the start of its
17th Epidemic, Sequester next turn. On a fail, the takes necrotic damage equal to
the amount of damage dealt by your weapon attack. On a
Proboscis Strike success, the creature takes half as much damage.
At 1st level, you can infuse your weapon’s attacks with
negative energy. Once per round, when you would deal Sickening
damage to a creature with a weapon attack, you can spend Your negative energy spreads throughout the target creature’s
a soul point to imbue your attack with negative energy that body, dealing an additional 1d6 Poison damage. The target
weakens your target. must make a Constitution saving throw against your spell

8 Abyssal Origins: Chasme


Empathic Predator
Madness of Resonance At 11th level, you have an uncanny knack for determining a
The trauma of your possession has driven you mad.
creatures emotions and vulnerabilities. You naturally sense
Whenever you gain a new level, roll on the Madness of
the surface-level emotions of all creatures you can see within
Resonance table to determine the nature of your madness,
30 feet of you.
which becomes a character flaw that lasts until you reach your
Additionally, once per short rest, you can use your action
next level or are cured by some magical means determined
and spend a soul point to gain insight into the mannerisms of
by the DM, such as Calm Emotions, a Dispel Evil and Good,
a target creature within 100 feet that you can see. While this
Remove Curse, or a Lesser or Greater Restoration.
effect is active, attacks you make against that creature have
d100 Flaw (lasts until cured.) advantage and any attacks made by that creature against
1-20 “Keeping myself alive at all costs is my hiest priority.” you have disadvantage. Once activated, this ability lasts for
21-40 “There is nothing in this world more important than 1 hour regardless of whether you maintain line of site with
me and my desires.” your target.
41-60 “I can’t stand loud, inconsistent noises. Too much
noise causes me physical pain.” Drone
61-80 “I enjoy causing pain to creatures significantly Starting at 14th level, you can use your action to produce a
weaker than myself.” droning sound from your location. While this drone is active,
81-100 “I am convinced that powerful enemies are hunting you may spend a number of soul points up to your proficiency
me, and their agents are everywhere I go. I am sure bonus to have that many target non-fiend creatures within
they’re watching me all the time.” 30 feet that can hear you make a Constitution saving throw
against your spell save DC or become unconscious for up to
save DC or become poisoned for 1 minute. On a success the 10 minutes, or until the effect ends. You can use your action
creature takes half as much poison damage rounded up and to maintain concentration as if it were a spell to continue this
does not become poisoned. effect for up to the duration.
If a creature’s hit points would be reduced to 0 while The effect ends on an affected creature if it takes
poisoned in this way, that creature immediately stabilizes but damage, if you stop maintaining the drone, or if you or
remains poisoned for 1 hour, even after regaining hit points, the target creature moves out of range of the ability. If a
and is paralyzed while poisoned this way. creature’s saving throw is successful or the effect ends for it,
the target is immune to the drone for the next 24 hours.
Blindsight
When you reach 3rd level, all of your senses are sharply Empowered Proboscis
honed to perceive your immediate surroundings. You have Starting at 17th level, when you hit a creature with your
blindsight up to 10 feet. Proboscis Strike, you can choose two different effects from
among those you know instead of one. You choose the order
Spider Climb for each effect and must still spend soul points for each.
At 5th level, while moving, you can climb up or down difficult
surfaces, including upside down on ceilings, without the use Glabrezu
of your hands, or the need to make an ability check without
falling during your move. You have been possessed by a glabrezu, a demon that takes
great pleasure in destroying mortals through temptation.
Although glabrezu are devastating in combat, they prefer
Aura of Detection to tempt victims into ruin, using power or wealth as a lure.
At 7th level, the glossy black pits of your eyes have an
Engaging in guile, trickery, and evil bargains, a glabrezu
uncanny knack for detecting the presence of nearby
hoards riches that it uses to fulfill promises to shortsighted
creatures. You have advantage on Wisdom (Perception) and
summoners and weak-willed mortals. However, if its attempts
Intelligence (Investigation) checks to determine the location
to entice or deceive fail, a glabrezu has the strength to fight
of invisible and stealthed creatures within 60 feet.
and win.
When choosing this origin you gain resistance to psychic
Cautious Combatant damage and gain Proficiency in one of the following skills:
Beginning at 9th level, your instincts develop a keen focus on Deception, Persuasion, and Insight.
self-preservation, granting you a natural subtlety and caution
in combat. Any attacks of opportunity made against you
have disadvantage and you can take the Disengage or Dodge
actions as a bonus action.

Abyssal Origins: Glabrezu 9


Expanded Spell List
The Glabrezu Origin lets you choose from an expanded list of
Madness of Grandeur
The trauma of your possession has driven you mad.
spells when you learn an abyssal spell. The following spells
Whenever you gain a new level, roll on the Madness of
are added to the abyssal spell list for you.
Grandeur table to determine the nature of your madness,
which becomes a character flaw that lasts until you reach your
Glabrezu Origin Spells
next level or are cured by some magical means determined
Abyssal Level Spells
by the DM, such as Calm Emotions, a Dispel Evil and Good,
1st Minor Illusion, Friends
Remove Curse, or a Lesser or Greater Restoration.
2nd Charm Person, Hex, Illusory Script, Silent Image
d100 Flaw (lasts until cured.)
4th Invisibility, Mirror Image, Suggestion
1-20 “I must bend the truth, exaggerate, or outright lie to
6th Fly, Hypnotic Pattern, Major Image
be interesting to other people.”
9th Chaos Hammer, Confusion, Greater Invisibility 21-40 “I have intermittent hallucinations and fits of
12th Alluring Illusions, Mislead, Modify Memory catatonia.”
15th Programmed Illusion, True Seeing, Shatter Delusions 41-60 “There’s only one person I can trust. And only I can
17th Project Image, Mass Suggestion see this special friend.”
61-80 “I convince myself that things are true, even in the
face of overwhelming evidence of the contrary.”
Shattered Illusions
81-100 “I try to become more like someone else I know -
At 1st level, you can choose to give any illusions you create
adopting his or her style of dress, mannerisms, and
a degree of physicality. Illusions created in this way have
name.”
1 hit point and can shatter with a burst of psychic energy
when they are destroyed, damaging all creatures within a 10
For the duration, you can cast spells as though you
foot radius. Unless otherwise stated, the damage dealt by a
were in the illusion’s space, but you must use your own
Shattered Illusion is equal to 1d6 psychic damage plus an
senses. Additionally, when both you and your illusion are
additional 1d6 psychic damage per spell level spent to create
within 5 feet of a creature that can see the illusion, you have
the illusion. You can choose not to have an illusion created in
advantage on attack rolls against that creature, given how
this way shatter when it is destroyed.
distracting the illusion is to the target. An illusion created
Additionally, you can use your action and spend a soul
in this way has an armor class of 10 plus your Dexterity
point to shatter any number of illusions you have created in
modifier and if shattered, all creatures other than yourself
this way. When an illusion is shattered, creatures in range
within a 10 foot radius take psychic damage equal to 2d6 +
can make an Intelligence saving throw against your spell save
your abyssal level. You can use this ability a number of times
DC to reduce the damage taken by half.
equal to your proficiency bonus per long rest.
If you voluntarily dismiss an illusion as an action or the
spell that created it ends in any way, the illusion vanishes and
does not shatter. Duplicitous Substitution
Unless otherwise stated, your illusions have an AC At 5th level, if you would be hit by an attack that targets you,
of 10 and are immune to psychic damage as well as any as a reaction, you can spend a soul point to exchange places
conditional effects such as the paralyzed and poisoned with an active illusion of yourself that you control and can
conditions. A creature or object actively moving through the see. If you do so, all damage that would be dealt to you is
space of an illusion destroys the illusion. dealt to the illusion instead.

Guiling Duplicity Aura of Temptation


When you reach 3rd level, you can spend an action and a soul At 7th level, the sharp violet of your pupils delves deep into
point to create an illusory duplicate of yourself. the mortal soul. You have advantage on Wisdom (Insight) and
You create a perfect illusion of yourself that lasts for Charisma (Persuasion) checks as long as you are within 30
1 minute, or until you lose your concentration (as if you feet of a target you can see and who can hear you.
were concentrating on a spell). The illusion appears in an
unoccupied space that you can see within 30 feet of you. As a Under Hand and Seal
bonus action on your turn, you can move that illusion 30 feet Starting at 9th level, when you make a successful Charisma
to a space that you can see, but it must remain within 120 (Persuasion) check against a non-aggressive creature, you
feet of you. can use an action to touch that creature and spend 4 soul
points to form a binding contract with them. The creature
must be able to hear and understand you and have an
Intelligence score of at least 7 in order to agree to a contract.

10 Abyssal Origins: Glabrezu


Once a contract has been made with a creature it is Befuddling Illusions
magically binding and both parties must pursue the agreed At 17th level, the psychic explosion created by your Shattered
course of action or take 1d6 psychic damage for each action Illusions assaults and twists creature’s minds, spawning
they take against the terms of the contract. Contracts formed delusions and dulling their actions. When you use your
by this ability remain active until completed or until the action to shatter an illusion you control, each creature within
conditions become impossible to meet. range who fails their Intelligence saving throw suffers from
A contract can be made for anything of an agreeable the effect of this ability. A creature who succeeds their saving
value, such as gold, time spent in service, or even a number throw is immune to the effects of this ability for the next
of soul points. A creature cannot offer a number of soul 24 hours. An affected creature can’t move and cannot take
points greater than its challenge rating or character level. actions or reactions until the end of their next turn.
Upon losing soul points in this way, the creature suffers 3
levels of exhaustion.
You can have a number of active contracts equal to Marilith
your proficiency bonus, but can only form one contract per You have been possessed by a marilith, a demon with the
creature. Contracts can be made according to one of the lower body of a great serpent and the upper torso of a
following specifications. humanoid female with six arms. Wielding a wicked blade in
each of its six hands, a marilith is a devastating foe that few
Emolument can match in battle. Often serving as generals and advisors
You and the target creature agree upon a unit price for a to the demon lords of the Abyss, these demons possess keen
particular amount of time spent in service or desired item to minds and a finely honed sense of tactics.
be traded one-to-one until an agreed upon condition is met. When choosing this origin gain a permanent +1 bonus
For example, the target creature will offer you a soul point for to your AC and gain proficiency in one of the following skills:
every 10 gp you give them until they have nothing left to offer. Acrobatics, History, and Performance.

Equity Expanded Spell List


You and the target creature agree on a fixed price for an
The Marilith Origin lets you choose from an expanded list of
item or service performing a one-to-one trade. For example,
spells when you learn an abyssal spell. The following spells
you will exchange the bag of gold on the table for the target
are added to the abyssal spell list for you.
creature’s Ring of Protection.
Marilith Origin Spells
Minutia
Abyssal Level Spells
You or the target creature offer a service to be completed
1st Sword Burst, True Strike
under specific conditions, such as a time-frame or particular
method, for an agreed upon price, which can change by a 2nd Heroism, Hunter’s Mark, Longstrider
fixed amount according to the conditions set in place. For 4th Blur, Cloud of Daggers, Misty Step
example, the target creature will share your message with 6th Conjure Barrage, Haste
the lord of a particular keep by the end of the week for a price 9th Freedom of Movement, Stroneskin
of 10 gp, but the price will go down by 1 gp for every day that 12th Conjure Volley, Far Step, Steel Wind Strike
the message is late.
15th Blade Barrier, Tenser’s Transformation
17th Teleport
Arcane Fury
Beginning at 11th level, once per long rest, when damage
would reduce you to 0 hit points or lower, you may instead
Fangs of the Snake
At 1st level, you revel in melee combat. When you use your
drop to 1 hit point and teleport up to 40 feet to a location
action on your turn to make a melee weapon attack, you can
you can see. When you use this ability, you may also use your
spend a soul point to make that attack with advantage.
reaction immediately afterwards to make one weapon or
Additionally, when you make a weapon attack while you
spell attack that targets a creature or object.
are wielding a weapon in each hand, you can spend a soul
point to attack with both weapons using the same action.
Mesmerizing Voice This ability cannot be used with Extra Attacks such as those
At 14th level, your spoken word is understood by any granted by another class or a magical item.
creature that has a language and any creature who hears
your voice is subtly enthralled by it.
You gain proficiency in the Persuasion skill. If you
are already proficient in this skill, you add double your
proficiency bonus to checks you make with it.

Abyssal Origins: Marilith 11


Madness of Aspirations
Inspiring Offensive
Beginning at 14th level, your ability to lead your allies into
The trauma of your possession has driven you mad.
battle has been polished to an astounding skill. When you
Whenever you gain a new level, roll on the Madness of
would roll for Initiative, you can spend a soul point to add
Aspirations table to determine the nature of your madness,
your Charisma modifier to your roll, and to the roll of another
which becomes a character flaw that lasts until you reach your
target creature within 30 feet that can see or hear you.
next level or are cured by some magical means determined
by the DM, such as Calm Emotions, a Dispel Evil and Good,
Remove Curse, or a Lesser or Greater Restoration. Legendary Action
At 17th level, you truly become a legendary foe on the
d100 Flaw (lasts until cured.)
battlefield. Once per round, you can spend a soul point to
1-20 “Achieving my goal is the only thing of interest to
take an action immediately after another creature’s turn ends.
me, and I’ll ignore everything else to pursue it.”
This action can only be used to take the Attack (one weapon
21-40 “I am obsessed with cutting things, living or
attack only), Dash, Disengage, Hide, or Use an Object action,
inanimate.”
or to cast a Cantrip.
41-60 “I’ve discovered that I really like killing creatures.”
61-80 “There is more than one mind inside my head.”
81-100 “I can’t take anything seriously. The more serious Shadow
the situation, the funnier I find it.” You have been possessed by a shadow demon. Often
mistaken for wraith, shadow demons usually serve demon
Counter-Attacker lords as spies, scouts, and assassins. They revel in corrupting
Starting at 3rd level, you can turn an enemy's mistake into souls and capturing them for sale and trade. Damaged and
their demise. When a creature misses you with a melee weakened by direct sunlight, they conceal their incorporeal
attack, you can make a weapon attack against that creature bodies in an impenetrable darkness, preferring to attack in
as a reaction. To do so, you must be able to see the attacker ambush.
and make the attack with a weapon that you are proficient in. When choosing this origin you gain advantage on ability
checks and saving throws to resist being paralyzed, petrified,
Parry and frightened, and gain proficiency in one of the following
At 5th level, you can use a reaction to add your proficiency skills: Deception, Intimidation, and Stealth.
bonus to your AC against one melee or ranged attack that
would hit you. To do so, you must be able to see the attacker Expanded Spell List
and be wielding a melee weapon that you are proficient in. The Shadow Origin lets you choose from an expanded list of
spells when you learn an abyssal spell. The following spells
Aura of Menace are added to the abyssal spell list for you.
At 7th level, your blood-red eyes transfix your targets,
ingraining in them an instinctual hesitation when facing Shadow Origin Spells
you in combat. You have advantage on Initiative rolls when Abyssal Level Spells
entering combat. 1st Blade Ward, Resistance
2nd Dissonant Whispers, Inflict Wounds
Reactive Combatant 4th Pass Without Trace, Shadow Blade, Silence
When you reach 9th level, choose a second option from the 6th Enemies Abound, Fly, Gaseous Form
Fighting Style class feature. 9th Grasping Shadow, Shadow of Moil
You are amazingly coordinated and excel at creating
12th Creation, Overshadow
opportunities for yourself in combat. You can now take an
15th Circle of Death, Tendrils of Shadow
additional reaction for every round in a combat.
17th Finger of Death

Dance of Blades
At 11th level, your body’s instincts are honed for the thick
Shadow Strike
At 1st level, you can manifest your weapon attacks from
of battle. When you make a weapon or spell attack, you may
nearby shadows. If you are wielding a melee weapon you
move 5 feet in any direction as part of the attack without
are proficient in that is within reach of an area of dim light
expending your normal movement or provoking attacks of
or darkness, you can use an action and spend a soul point
opportunity.
to make a melee spell attack with that weapon against a
creature within 30 feet of you that is also in an area of dim
light or darkness that you can see.

12 Abyssal Origins: Shadow


Your Shadow Strike deals 2d8 psychic damage. If the
target is in an area of darkness, add your Charisma modifier Madness of Darkness
to the damage dealt. The damage dealt this way increases by The trauma of your possession has driven you mad.
1d8 at 5th level (3d8), 9th level (4d8), and 14th level (5d8). At Whenever you gain a new level, roll on the Madness of
9th level, the range of this ability increases to 60 feet. Darkness table to determine the nature of your madness,
You can use this ability a number of times equal to your which becomes a character flaw that lasts until you reach your
proficiency bonus per short rest. next level or are cured by some magical means determined
by the DM, such as Calm Emotions, a Dispel Evil and Good,
Antumbra Remove Curse, or a Lesser or Greater Restoration.
Beginning at 3rd level, you are at home in darkness. The d100 Flaw (lasts until cured.)
range of your Darkvision increases to 120 feet. As a bonus 1-20 “I am mortally afraid of bright lights and direct
action, you can spend a soul point to focus your vision, sunlight.”
allowing you to see normally in darkness, including magical 21-40 “I find it hard to care about anything that goes on
darkness, for 1 hour. around me.”
Additionally, you now have disadvantage on Wisdom 41-60 “I often feel incredibly guilty and withdrawn.
(Perception) checks that rely on sight when you or whatever My moods lead me to seek absolution for the
you are trying to perceive is in direct sunlight. insufferable state of my life.”
61-80 “I have intermittent hallucinations and fits of
Shadow Step catatonia.”
At 5th level, you gain the ability to travel from one shadow to 81-100 “If I can’t see them, they can’t see me.”
another. When you are in dim light or darkness, as a bonus
action you can teleport up to 60 feet to an unoccupied space Completely covering the object with something opaque,
you can see that is also in dim light or darkness. You then such as a bowl or a helm, blocks this effect. The effects of
have advantage on the first melee attack you make before the this ability ends after one minute, if you use it again, or until
end of the turn. you dismiss it as an action.

Aura of Fear Incorporeal Movement


At 7th level, your eyes shine a bright gold that strikes fear At 14th level, you can spend a soul point during your
into those around you. You have advantage on Charisma movement to become an incorporeal shadow, allowing you
(Intimidation) checks and on attack rolls against frightened to move through other creatures and objects as if they were
creatures. difficult terrain, until the end of your current movement.
Performing a Shadow Step does not interrupt this effect. You
take 5 (1d10) force damage if you end your movement inside
Penumbra an object, and are pushed outside it to the nearest open area.
Starting at 9th level, while in dim light or darkness, you can
While this effect is active, you gain a flying speed of
take the Hide action as a bonus action.
30 feet, you cannot cast spells or make attacks, you are
Additionally, you gain proficiency in the Stealth skill. If
vulnerable to radiant damage, and you have resistance
you are already proficient in this skill, you add double your
to acid, cold, fire, lighting, necrotic, poison, and thunder
proficiency bonus to checks you make with it.
damage, and to non-magical bludgeoning, piercing, and
slashing damage, you cannot be knocked prone, and you are
Shifting Shadows immune to the paralyzed, petrified, and poisoned conditions.
When you reach your 11th level, your body is suffused with
negative energy, and light of any kind saps your energy. You
have disadvantage on attack rolls that rely on sight when you
Umbral
Starting at 17th level, you can become one with the shadows.
or the target of the attack, is in direct sunlight.
If you are an area of dim light or darkness, you can spend
As an action, you can spend a soul point to create
a soul point to become invisible as an action. You remain
ambient shadows in a 15 ft radius emanating from a point
invisible until you cast a spell or enter an area of bright light.
on an object that you touch. This effect reduces the light level
in the surrounding area by one step, from bright light to dim
light, and from dim light to darkness. This effect emanates
from the point on the object and moves with it.
If the object is being worn or carried by a creature, it
may make a Dexterity saving throw against your spell save
DC to avoid this effect. No soul points are expended unless
you are successful.

Abyssal Origins: Shadow 13


Spells 2nd Level 4th Level
Crown of Madness Death Ward
This chapter describes the spells that can be learned by an
Darkness Dimension Door
abyssal. You maylearn spells from this list as long as you
Darkvision Divination
satisfy the level requirement.
Detect Thoughts Mantra of Concentration
Each time you gain a level in this class you may
Enhance Ability Staggering Smite
exchange one spell you already know for a new spell. The
Enthrall Summon Greater Demon
chapter begins with the spell list for all abyssals and the
Locate Object
spell lists for specific origins. The remainder contains spell
Mind Spike 5th Level
descriptions presented in alphabetical order.
Nystul’s Magic Aura Contact Other Plane
Zone of Truth Dominate Person
Abyssal Spells Planar Binding
3rd Level Scrying
Cantrips (0 Level) 1st Level Counterspell Telepathic Bond
Eldritch Blast Bane
Dispel Magic
Dancing Lights Cause Fear
Fear 6th Level
Message Command
Life Transference Arcane Gate
Prestidigitation Comprehend Languages
Locate Creature Find the Path
Spare the Dying Detect Magic
Nondetection Planar Ally
Thaumaturgy Eldritch Ward
Revivify Soul Cage
Vicious Mockery Jump
Sending
Protection from Evil and Good
Summon Lesser Demons 7th Level
Wrathful Smite
Vampiric Touch Plane Shift
Zephyr Strike
Regenerate
Soul Drain

14 Spell List
Spell Descriptions Eldritch Ward
1st-level abjuration
The spells are presented in alphabetical order.
Casting Time: 1 reaction, which you take when you would be
damaged by a weapon or spell attack.
Alluring Illusions Range: Self
5th-level illusion
Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Self
You manifest a protective barrier that rebuffs attackers. You
Components: V, S
may reduce the damage that the triggering effect or attack
Duration: Concentration up to 1 minute
deals to you by 2d8, and if the effect or attack originated
You tap into the innermost aspirations of a creature you can from a target creature within 15 feet, the target takes psychic
see within range and become an illusory manifestation of damage equal to half the amount of damage reduced in this
its deepest desires. The target must make an Intelligence way.
saving throw. On a failed save, the target becomes charmed
for the duration. A creature charmed in this way must use At Higher Levels. When you cast this spell using a spell slot
its full movement to approach your current location. At the of 2nd level or higher, the damage reduced increases by 1d8
end of each of its turns, that creature can make a Intelligence for each slot level above 1st.
saving throw. On a successful save, the spell ends, and the
Available For. Sorcerer, Warlock
illusion is destroyed.

At Higher Levels. When you cast this spell using a spell slot Epidemic
of 6th level or higher, you can target an additional creature 7th-level necromancy
for each additional spell level. You can appear as a unique Casting Time: 1 action
illusion to each target. Range: 120 feet
Components: V, S
Available For. Bard, Wizard
Duration: Instantaneous

Chaos Hammer Choose a target creature within range that is suffering


4th-level illusion from one or more diseases or the blinded, deafened, or
poisoned conditions. All creatures within 100 feet of the
Casting Time: 1 action
target must succeed on a Constitution saving throw or gain
Range: 90 feet
any conditions or diseases currently effecting the target.
Components: V, S, M (a pinch of dust created by crushing a
Conditions gained in this way last for their duration and
colored gemstone, such as a ruby or saphire.)
include any additional effects created by those conditions.
Duration: Concentration up to 1 minute
You unleash a chaotic illusion that springs from your Available For. Sorcerer, Warlock
location to a point you can see within range and bursts into
a multicolored explosion of leaping, ricocheting energy that Grasping Shadows
spreads around corners and lasts until the end of the current 4th-level conjuration
turn. Each creature in a 10-foot-radius sphere centered on Casting Time: 1 action
that point must make an Intelligence saving throw. A target Range: 90 feet
takes 4d6 Psychic damage and moves at half speed until the Components: V, S
start of your next turn on a failed save, or takes half as much Duration: Concentration up to 10 minutes
damage and moves normally on a successful one.
You conjure tendrils of shadow that spring from an
At Higher Levels. When you cast this spell using a spell slot unoccupied space of your choice in an area of dim light or
of 5th level or higher, the damage increases by 1d6 for each darkness that you can see within range. When you cast this
slot level above 4th level. spell, you can direct the tenfril to lash out at a target large or
smaller creature within 30 feet of it that you can see. A target
Available For. Bard, Wizard must succeed on a Dexterity saving throw or be restrained.
A creature who ends their turn restrained by this effect
is takes 1d8 psychic damage and is pulled 15 feet directly
toward the source of the shadow. Creatures restrained by
this effect can use their action to make a Strength (Athletics)
check against your spell save DC to free themselves.

Spell Descriptions 15
On each of your turns until the spell ends, you can use Overshadow
your bonus action to direct the tendril to release a restrained 5th-level evocation
creature and lash out at another target creature within range.
Casting Time: 1 action
When this spell ends, or when the source of the shadow
Range: 120 feet
is exposed to magical sunlight, tendrils created in this way
Components: V, S, M (a pinch of powder made by crushing
shrink away.
an opaque gemstone.)
Duration: Concentration up to 10 minutes
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the number of tendrils created A completely opaque wall of shadow materializes at a point
in this way increases by 1 for each slot level above 4th. You on a physical surface you choose within range. The wall
can control all tendrils of shadow created in this way using appears in any orientation you choose, as a horizontal or
a single bonus action, and may choose different targets for vertical barrier or at an angle. It must rest on a solid surface.
each tendril. You can form it into a hemispherical dome with a radius of
up to 20 feet, or you can shape a flat surface made up of ten
Available For. Sorcerer, Warlock 10-foot-by-10-foot panels. Each panel must be contiguous
with another panel. In any form, the shadows that make up
Investiture of Lightning the wall are 5 feet thick, count as difficult terrain, and last for
6th-level transmutation the duration.
When the wall appears, each creature in its area must
Casting Time: 1 action
make a Wisdom saving throw. On a failed save, a creature
Range: self
takes 4d8 psychic damage and is frightened. On a successful
Components: V, S
save, it takes half as much damage and isn’t frigthened.
Duration: Concentration up to 10 minutes
The shadows created from this effect reduce the
Until the spell ends, your skin and fingertips crackle with surrounding light level by one step, from bright light to dim
electricity, and you gain the following benefits: light, and from dim light to darkness, in a radius of 20 feet.
• You have immunity to lightning damage. No light or sound, magical or otherwise, can illuminate
• Any creature that touches you or hits you with a melee or penetrate the shadows, and creatures fully within the
weapon must succeed on a Constitution saving throw or shadows are blinded and deafened. Any creatures or objects
be Stunned until the end of their next turn. fully enclosed in a dome created from these shadows can't
• You may add 15 feet to your base movement speed. be targeted by any divination magic or perceived through
• You can use your action to create a lightning bolt 15-foot magical scrying sensors.
long and 5 feet wide extending from you in a direction The wall is immune to all damage except Radiant
you choose. Each creature in the line makes a Dexterity and can't be dispelled by dispel magic. A disintegrate spell
saving throw. A creature takes 4d6 lightning damage on a or single hit of 30 Radiant damage or more destroys the
failed save, or half as much damage on a successful one. shadows instantly, however.
A creature that fails its save against this effect cannot take
reactions until the start of your next turn. Available For. Sorcerer, Warlock

Available For. Druid, Sorcerer, Warlock, Wizard


Shatter Delusions
6th-level abjuration
Mantra of Concentration Casting Time: 1 action
4th-level abjuration Range: 90 feet
Casting Time: 1 action Components: V, S
Range: Touch Duration: Instantaneous
Components: V, S
Choose a target creature that is suffering from at least one
Duration: 8 hours
curse or charming effect. Any curses and charming effects
You touch a creature and grant it a measure of protection on the target creature end and the target makes a Wisdom
against distractions. The next time the target would lose saving throw. On a failure, the target and any creatures
concentration on a spell or ability as a result of taking within 15 feet of it take 6d8 psychic damage, or half as much
damage, the target does not lose concentration and the spell damage on a success.
ends.
Available For. Warlock, Wizard
Available For. Bard, Cleric, Warlock, Wizard

16 Spell Descriptions
Soul Drain Tormenting Drone
7th-level necromancy 3rd-level abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: Self
Components: V
Components: V, S
Duration: Instantaneous
Duration: Instantaneous
You release a painful drone that can be heard from 300
You tear away at the souls of all living things in a radius
feet. Each creature within 15 feet of you takes 2d8 thunder
around you, absorbing their very essence. Each creature
damage and must make a Constitution saving throw. On a
of your choice that you can see within 10 feet makes a
failure, a target loses any proficiency bonus that would apply
Constitution saving throw. A target takes 4d8 necrotic
on all attack rolls, saving throws, and ability checks until the
damage and its hit point maximum is reduced by an amount
start of their next turn. On a success, the damage dealt to the
equal to the damage taken on a failed save, or half as much
target is halved and it suffers no other effects.
damage and their hit point maximum is not reduced on a
successful one. This reduction lasts until the target finishes a At Higher Levels. When you cast this spell using a spell slot
long rest. You gain hit points equal to the half the number of of 4th level or higher, the damage increases by 1d8 for each
hit points reduced in this way. slot level above 3rd.
If the damage dealt by this effect would reduce a target
to 0 hit points, they die. Available For. Bard, Ranger, Warlock

At Higher Levels. When you cast this spell using a spell slot Web of Disruption
of 8th level or higher, the damage increases by 1d8 and the 3rd-level abjuration
radius increases by 10 feet for each spell slot above 7th. Casting Time: 1 action
Range: 90 feet
Available For. Abyssal, Sorcerer, Warlock, Wizard
Components: V, S, M (thread from a spider's web and fine
black powder)
Tendrils of Shadow Duration: Concentration up to 1 minute
6th-level evocation
Choose up to three target creatures that you can see within
Casting Time: 1 action range. The next time a target uses their action to make an
Range: 150 feet attack or cast a spell while this spell is active, it must make
Components: V, S, M (a bit of fur; a piece of obsidian, opaque a Wisdom saving throw. On a failure, the target loses their
glass, or a crystal rod; and 3 small bones.) action for that turn and this spell ends for that target. Attacks
Duration: Instantaneous interrupted in this way are not made and spells interrupted in
You create a tendril of black shadow that arcs towards a this way are not cast and do not expend a spell slot.
target creature of your choice that you can see within range.
Another tendril then lashes out from that target to another At Higher Levels. When you cast this spell using a spell slot
that you can see within 30 feet. Tenrdils continue leping from of 4th level or higher, you can choose an additional target for
target to target in this way two more times. A creature can be each slot level above 3rd.
targeted by only one of the tendrils.
Available For. Bard, Druid, Ranger, Warlock
A target must make a Wisdom saving throw. The target
takes 10d6 psychic damage and becomes frightened of you
on a failed save, or takes half as much damage and is not
frightened on a successful one. A frightened target can repeat
the saving throw at the end of each of its turns, ending the
effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot
of 7th level or higher, one additional tendril leaps from the
last target to another for each slot level above 6th.

Available For. Sorcerer, Warlock

Spell Descriptions 17
Items & Equipment Unique Weapons
The stats for the Soul Focus and other items are defined Unique weapons are not true magical items, such as a sword
here. of giant slaying; however, either magic was used in their
forging proccess or they function in a manner that allows for
unique behaviors. The unique weapon property is defined
Soul Focus below:
As an abyssal, your souls are bound to a small vessel of your
choosing. This vessel must be a sealed container, such as Unique. This weapon requires a unique fighting technique
a locket, music box, or ale barrel - or a precious gemstone and special practice to use effectively. You are not considered
worth at least 100 gp, but can be no larger than 3 cubic feet. proficient with this weapon unless you are procficient in at
This object acts as a spellcasting focus (found in chapter 5 of least one other martial weapon, and then you must spend
the PHB) for your abyssal spells as well as the seal for your 1d6+2 days training with this weapon for at least 4 hours
intertwined souls and the souls that fuel your magic. You each day. Training by using this weapon in combat may
know the general location of your Soul Focus at all times as reduce this time, at your DM’s discretion. After that time you
long as it is within 100 feet of you. are considered proficient with this weapon.
When you become separated from your Soul Focus by
more than 100 feet, you immediately fall to 1 hit point and Feather Sword
become unconscious. You cannot regain consciousness until Martial melee weapon, rare
you are near your Soul Focus again. Should you become
Cost 65 gp
separated from your Soul Focus for a period lasting longer
Weight 3 lbs
than 24 hours, you die.
Damage 1d8 slashing
If your Soul Focus would be destroyed, you die
Properties finesse, reach, unique
immediately, and it must be restored before you can be
brought back to life. Your Soul Focus must be within 100 feet A 5 foot long blade that is as thin as two fingers at its base,
of you in order for you to be brought back to life. this sword is enchanted to be nearly unbreakable.

Unique. You have disadvantage when attacking with this


Soul Focus weapon against a creature that is within 5 feet of you.
Wonderous item, very rare
Armor Class 15 (magical resistance)
Hit Points 47 (6d12 + 8)
Damage Resistances cold, fire, force, lightning, radiant,
thunder, nonmagical bludgeoning, piercing and slashing
Damage Immunities poison, necrotic

Magical Item. This item is resistant or immune (as indicated


above) to all damage except acid and any damage caused
by a disintegrate or similar spell. It is also immune to
petrification.

Regeneration. The Soul Focus regains 1d6 hit points


every 10 minutes, provided that it has at least 1 hit point,
eventually returning to full hit points and functionality. If the
soul focus is reduced to 0 hit points by anything other than
a disintegrate or similar spell, roll a d20. On a roll of 11 or
higher, the Soul Focus is instead left at 1 hit point.

18 Items & Equipment


Kusarigama Unique. As a bonus action, you may move this weapon
Martial melee weapon, rare into a defensive position along your wrist. When in this
position, the damage die changes to 1d4 bludgeoning, and
Cost 160 gp
sword attacks (greatsword, longsword, shortsword, dagger,
Weight 4 lbs
scimitar) have disadvantage against the wielder. You can use
Damage 1d6 slashing (1d8 bludgeoning)
a bonus action to return it to an offensive position.
Properties finesse, two-handed, reach, unique

This weapon is made from a sickle and weighted ball Scythe


connected by a long chain. Attacking usually entails swinging Martial melee weapon, very rare
the weighted chain to entangle an opponent's weapon, or Cost 180 gp
immobilizing their arms or legs. This allows the user user to Weight 80 lbs
easily rush forward and strike with the sickle. Damage 1d10 slashing
Properties heavy, two-handed, reach, unique
Unique. Attacks made with the sickle on this weapon deal
1d8 slashing damage, and attacks made with the weighted Traditionally a a tool used for cutting crops such as wheat,
end deal 1d6 bludgeoning damage. When making an attack with a curved blade attached to the end of a long pole, it can
with the weighted end, you may attempt to grapple the be wielded as a weapon with large sweeping motions.
opponent. While grappled in this way, you may only attack
with the sickle on this weapon and may not move more than Unique. When you make a sucessful attack with this weapon
5 feet from the target. against a target creature, you can attempt to trip your target.
Make a strength check contested with the target's strength or
Rope Spear dexterity. On a success, you knock the target prone.
Martial melee weapon, rare
Cost 90 gp Whip Sword
Weight 8 lbs Martial melee weapon, very rare
Damage 1d8 slashing Cost 180 gp
Properties finesse, light, unique Weight 80 lbs
Damage 1d8 slashing
A spear tip tied to a length of rope, this weapon is primarily Properties finesse, reach, unique
used for grappling. Once the spear is impaled in an enemy,
the rope can quickly be manipulated to restrain the target’s This light sword is made of interlocking pieces held together
limbs. by a mythril chain running through the middle of the blade,
The rope portion of the spear has an AC of 15 and 5 which displays an elastic property when swung with force.
hit points. If cut, the weapon is unusable until the rope is This causes the blade to extend up to twice its length, slicing
reattached. To combat this, some rope spears have fine chain through enemies from afar before returning to its standard
made of mathril or other light metals. shape.

Unique. When you hit a creature that is no more than one Unique. When you make an attack with this weapon against
size larger than you, you may use your bonus action to a creature that is farther than 5 feet from you, the blade
attempt to grapple that creature. You may use Dexterity elongates into a bladed whip. While in this state attacks you
(Acrobatics) for the initial grapple check, rather than make against creatures farther than 5 feet from you have
Strength (Athletics). If you succeed, the rope spear cannot be advantage and attacks made against creatures within 5 feet
used to attack for the duration of the grapple. or less have disadvantage. You may return the blade to its
normal form as a bonus action.
Sai
Martial melee weapon, rare
Cost 40 gp
Weight 6 lbs
Damage 1d6 piercing (1d4 bludgeoning)
Properties finesse, light, unique

A pointed, prong shaped metal baton, with two curved prongs


projecting from the handle. The baton can be rotated to lie
along the wrist, which provides excellent defense against
bladed weapons.

Items & Equipment 19


Zanbtō
Martial melee weapon, very rare
Cost 150 gp
Weight 80 lbs
Damage 2d8 slashing
Properties heavy, two-handed, reach, unique

An impossibly large blade, this sword was designed to cleave


through the toughest armor. It requires immense strength to
wield properly, and is difficult to use against quick or small
foes. This weapon requires a Strength of at least 15 to wield.

Unique. Attacks made with this weapon against creatures


wearing heavy armor or that are huge or larger have
advantage. Attacks against creatures wearing light armor or
who are medium or smaller have disadvantage.

20 Items & Equipment


Creatures Glowing purple eyes stare deep into your soul, finding
what you most desire and promising the power to make
The statblocks for more powerful and unique demon variants it a reality. Glabrezu are very strange creatures, sporting
are defined here. bodies built for battle but possessing the ultimate powers
of persuasion. A glabrezu's primary duty is to tempt mortals

Balor with promises of wealth and power.


Glabrezus do not offer pleasures of the flesh, but instead
This creature’s 12-foot tall, coal-black body is wreathed tempt their victims into ruin by luring them with offers
entirely in black and red flames. It’s massive hands carry of power, wealth, and respect undreamed of by even the
a gigantic sword of lightning and a long, flaming whip. Its most ambitious. They are unable to change, or polymorph,
massive, winged form is topped with the horns of a ram, and their frightening appearance, so they usually visit mortals
piercing eyes that appear like the molten pools of a volcano. in secret. They are most commonly summoned directly
They certainly promise a death no less painful. Balors are the by a mortal, such as ambitious human wizards or drow
undisputed masters of most daily operations in the Abyss, priestesses who hoped to make a bargain. Sometimes they
the emissaries of the demon lords, or even existing as minor find potential victims on their own, presenting their 'gift'
demon lords themselves. whether or not the recipient desires it.
A balor is excellent in all forms of combat; it may wield
both its whip and sword with no penalties to attack rolls. It
may also use its potent array of spell-like abilities to debilitate Marilith
foes from distance, but it rarely shies from melee when the An imperious figure with the lower body of a massive snake
opportunity presents itself. In fact, its power is so great that and the torso of a six-armed, heavily muscled female human,
few casters dare to actually summon a balor. The generals brandishing a wicked scimitar in each hand. Mariliths stand
of demonkind possess powers beyond the ken of even many around 9 feet tall and measured 20 feet from head to tip
great heroes, and it has a vast array of powers that allow it to of tail. If the balors are the grand strategists of a demonic
dominate most encounters. horde, the mariliths are the front-line commanders; they
revel in melee combat more anything else and never pass up

Chasme the opportunity to lead an army into battle. They care little
for motive or subtlety and only concentrate on delivering as
Frightful, wretched, and disgusting in appearance, a chasme much force to their foes as possible.
resembles a terrible demonic cross between a fly and a Mariliths are very intelligent and serve as talented
human. With the body of a giant fly, it bares two sets of large, generals and tacticians for demon hordes, able to lead and
buzzing wings and six limbs, the two forelimbs resembling unite other demons in a common cause. Proud of their
long, slender human arms with long-fingered hands, the martial skills, marilith's embrace any opportunity to rush
other four being hooked insectoid limbs. Emerging from its headlong into battle and often keep the weapons of their
thorax, it had a head vaguely like that of a human, but ugly defeated foes as trophies.
and exaggerated, with a tiny mouth, compound eyes, and a
large horn-like nose.
Chasmes are cunning but cowardly, and their keen focus Shadow Demon
on self-preservation gave them a subtlety and caution rarely A form of purest shadow, this demon resembles a gargoyle
seen in demons. They often spare the time to acquire power made of darkness. When a demon's body is destroyed, but the
and knowledge before acting. Many chasme serve greater fiend is prevented from reforming in the Abyss, its essence
demons, even demon lords, as interrogators, taskmasters, sometimes takes on a vague physical form. Thus, shadow
or torturers. In this role, they keep slaves and lesser demons exist outside the normal abyssal hierarchy, since
demons repressed and obedient through the application of their creation results most often from mortal magic, not from
punishment and intimidation, which they greatly enjoy. Thus, transformation or promotion.
chasmes sometimes acquire positions of influence and power Shadow demons all but disappear in the darkness and
in the Abyss. they can creep about without making a sound. A shadow
demon uses its insubstantial claws to feast on its victim's

Galbrezu fears, to taste its memories, and drink in its doubts. Shadow
demons revel in corrupting souls and capturing them to sell
Its facial features are distinctly canine in nature, topping and trade.
out a muscular form complete with two long arms boasting Bright light harries this fiend and shows its dinstinctive
wickedly edged pincers surrounding a pair of human-sized shape, resolving it from a blur of darkness to winged
arms, which are so small in relation to the rest of its body humanoid whose lower body trails off into nothing, and
that one would think them vestigial. whose claws rend a victim's mind.

Creatures 21
Balor Death Throes. When the balor dies, it explodes, and each
Huge fiend (demon), chaotic evil creature within 30 feet of it must make a DC 20 Dexterity
saving throw, taking 70 (20d6) fire damage or half as much on
Armor Class 19 (natural armor) a successful one. Creatures who fail their save are also pushed
Hit Points 330 (20d8 + 240) back 20 feet and fall prone. The explosion ignites flammable
Speed 40 ft., fly 80 ft. objects in the area that aren't being worn or carried.
STR DEX CON INT WIS CHA
Fire Aura. At the start of each of the balor's turns, each creature
26 (+8) 18 (+4) 22 (+6) 20 (+5) 18 (+4) 22 (+6) within 5 feet of it takes 14 (4d6) fire damage, and flammable
objects in the aura that aren't being worn or carried ignite. A
Saving Throws Str +14, Con + 12, Wis + 10, Cha + 12
creature that touches the balor or hits it with a melee attack while
Damage Resistance cold, lightning, bludgeoning, piercing, and
within 5 feet of it takes 14 (4d6) fire damage.
slashing from nonmagical weapons
Damage Immunities fire, poison
Magical Resistance. The balor has advanatage on saving throws
Condition Immunities poisoned
against spells and other magical effects.
Senses trusight 120 ft., passive Perception 20
Languages Abyssal, telepathy 120 ft.
Magic Weapons The balor's weapon attacks are magical.
Challenge 20
Innate Spellcasting. The balor's innate spellcasting ability is Actions
Charisma (spell save DC 20, +12 to hit with spell attacks). It
can innately cast the following spells, requiring no material Multiattack. The balor makes two attacks: one with its longsword
components: and one with its whip.

At will: command, dispel magic, dominate monster, fireball, lightning Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one
bolt, teleport target. Hit: 21 (3d8 + 8) slashing damage plus 14 (4d6) lightning
1/day each: fire storm, immolation, power word stun damage. If the balor scores a critical hit, it rolls damage dice
three times, instead of twice.
Aura of Awe. The balor has advantage on Charisma
(Intimidation) checks to impose their will on a creature and when Whip. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
it would make a Charisma (Persuasion) check, it may use its Hit: 18 (3d6 + 8) slashing damage plus 14 (4d6) fire damage,
Intimidation ability modifier instead. and the target must succeed on a DC 20 Strength saving throw
or be pulled up to 25 feet toward the balor.
Tools of the Tyrant. The balor's sword and whip are tied to its
being; should they ever be broken or dropped or the balor is Teleport. The balor magically teleports, along with any equipment
otherwise disarmed, they disappear, and the balor may summon it is wearing or carrying, up to 120 feet to an unoccupied space it
new, identical weapons to its hands as a bonus action. can see.

22 Creatures: Balor
Chasme Cautious Combatant. The chasme can take the Disengage
Large fiend (demon), chaotic evil or Dodge actions as a bonus action and any attacks of
opportunity made against the it have disadvantage.
Armor Class 16 (natural armor)
Hit Points 163 (18d10 + 64) Drone. The chasme produces a horrid droning sound to which
Speed 20 ft., fly 80 ft fiends are immune. Any other creature that starts its turn with
in 30 feet of the chasme must succeed on a DC 15 Constitution
STR DEX CON INT WIS CHA saving throw or fall unconscious for 10 minutes. A creature
16 (+3) 18 (+4) 18 (+4) 14 (+2) 18 (+4) 16 (+3) that can’t hear the drone automatically succeeds on the save.
The effect on the creature ends if it takes damage or if another
Saving Throws Dex + 8, Con + 8, Wis +8 creature takes an action to splash it with holy water. If a
Damage Resistance cold, fire, lightning, necrotic, bludgeoning, creature’s saving throw is successful or the effect ends for it, it
piercing, and slashing from nonmagical weapons is immune to the drone for the next 24 hours.
Damage Immunities poison
Condition Immunities poisoned Magical Resistance. The chasme has advanatage on saving
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 18 throws against spells and other magical effects.
Languages Abyssal, telepathy 120 ft.
Challenge 10
Actions
Innate Spellcasting. The chasme's innate spellcasting ability
is Charisma (spell save DC 15, +7 to hit with spell attacks). It Proboscis. Melee Weapon Attack: +9 to hit, reach 5 ft., one
can innately cast the following spells, requiring no material creature. Hit: 18 (4d6 + 4) piercing damage plus 24 (7d6)
components: necrotic damage, and the target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken. If
At will: acid Splash, inflict wounds, poison spray, ray of wnfeeblement this effect reduces a creature’s hit point maximum to 0, the
1/day each: contagion, ennervation, epidemic, harm creature dies. This reduction to a creature’s hit point maximum
lasts until the creature finishes a long rest or until it is affected
Aura of Detection. The chasme has advantage on Wisdom by a spell like greater restoration.
(Perception) and Intelligence (Investigation) checks to determine Additionally, the target has disadvantage on saving throws
the location of invisible and stealthed creatures within 60 feet. for 1 ability chosen at random until the beginning of the
chasme's next turn.
Spider Climb. The chasme can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.

Creatures: Chasme 23
Glabrezu Magical Resistance. The glabrezu has advanatage on saving
Large fiend (demon), chaotic evil throws against spells and other magical effects.

Armor Class 17 (natural armor) Befuddling Strikes. A creature who is struck by the glabrezu's
Hit Points 157 (15d10 + 75) pincer attack or is within 5 feet of an illusion created by the
Speed 20 ft., fly 80 ft glabrezu at the beginning of the glabrezu's turn must succeed on
a DC 17 Intelligence saving throw or take 8 (2d6) psychic damage
STR DEX CON INT WIS CHA and cannot take actions or reactions until the end of their next
20 (+5) 15 (+2) 22 (+6) 18 (+4) 18 (+4) 20 (+5) turn.

Saving Throws Str +9, Con +10, Int +9, Wis +8, Cha +9 Actions
Damage Resistance cold, fire, lightning, bludgeoning, piercing,
and slashing from nonmagical weapons Multiattack. The glabrezu makes 4 attacks: two with its pincers
Damage Immunities poison and two with its fists. Alternatively, it makes two attacks with its
Condition Immunities poisoned pincers and one with either its chaos hammer or casts one spell.
Senses truesight 120 ft., passive Perception 18
Languages Abyssal, telepathy 120 ft. Pincers. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Challenge 12 creature. Hit: 16 (2d10 + 5) bludgeoning damage. If the target
is a Medium or smaller creature, it is grappled (escape DC 15).
Innate Spellcasting. The glabrezu's innate spellcasting ability The glabrezu has two pincers, each of which can grapple only
is Charisma (spell save DC 17, +9 to hit with spell attacks). It one target.
can innately cast the following spells, requiring no material
components: Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 7 (2d4 + 2) bludgeoning damage.
At will: darkness, detect magic, dispel magic, friends, invisibility,
minor illusion Chaos Hammer. A chaotic illusion that springs from the
1/day each: confusion, fly, major image, power word stun glabrezu's location to a point it can see within 90 feet and
bursts into a multicolored explosion of leaping, ricocheting
Aura of Temptation. The glabrezu has advantage on Wisdom energy that spreads around corners and lasts until the end
(Insight) and Charisma (Persuasion) checks as long as it is of the turn. Each creature in a 10-foot-radius sphere centered
within 30 feet of a target that can see and who can hear it. on that point must make a DC 17 Intelligence saving throw. A
target takes 18 (4d6 + 4) psychic damage and moves at half
Mesmerizing Voice. The glabrezu's spoken word is understood speed until the end of their next turn on a failed save, or takes
by any creature that has a language and any creature who hears half as much damage and moves normally on a successful one.
its voice must make a DC 17 Wisdom save or be charmed by it
for the next minute. On a success, the creature is immune to this
effect for the next hour.

24 Creatures: Glabrezu
Marilith Magical Resistance. The marilith has advanatage on saving
Large fiend (demon), chaotic evil throws against spells and other magical effects.

Armor Class 18 (natural armor) Reactive. The marilith can take one reaction on every turn in
Hit Points 189 (18d10 + 90) combat.
Speed 40 ft.

STR DEX CON INT WIS CHA


Actions
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) Multiattack. The marilith makes 7 attacks: six with its longswords
and one with its tail. Alternatively, it makes one attack with its tail
Saving Throws Str +9, Dex + 10, Con +10, Wis +8, Cha +10 and casts one spell.
Damage Resistance cold, fire, lightning, bludgeoning, piercing,
and slashing from nonmagical weapons Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Immunities poison creature. Hit: 13 (2d8 + 4) slashing damage.
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 18 Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Languages Abyssal, telepathy 120 ft. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is Medium
Challenge 17 or smaller, it is Grappled (escape DC 19). Until this grapple
ends, the target is Restrained, the marilith can automatically
Innate Spellcasting. The marilith's innate spellcasting ability hit the target with its tail, and the marilith can't make tail
is Charisma (spell save DC 18, +10 to hit with spell attacks). attacks against other Targets.
It can innately cast the following spells, requiring no material
components: Teleport. The marilith magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an
At will: sword burst, hunter's mark, cloud of daggers, freedom of unoccupied space it can see.
movement
1/day each: blur, conjure volley, steel wind strike, teleport
Reactions
Aura of Menace. The marilith has advantage on initiative rolls Parry. The marilith adds 5 to its AC against one melee Attack that
when entering combat. would hit it. To do so, the marilith must see the attacker and be
wielding a melee weapon.
Dance of Blades. The marilith may move 5 feet in any direction
as part of a melee attack without expending of its normal Counter Attack. The marilith can use its reaction to make one
movement. This movement does not provoke attacks of attack with its longsword at a target that misses it with a weapon
opportunity. attack.

Creatures: Marilith 25
Shadow Demon Darksight. The shadow demon can see perfectly through natural
Medium fiend (demon), chaotic evil darkness and any magical darkness effect.

Armor Class 16 (natural armor) Magical Resistance. The shadow demon has advanatage on
Hit Points 106 (12d10 + 40) saving throws against spells and other magical effects.
Speed 30 ft., fly 30 ft.
Light Vulnerability. While in bright light, the demon has
STR DEX CON INT WIS CHA disadvantage on attack rolls, as well as on Wisdom (Perception)
1 (-5) 20 (+5) 18 (+4) 14 (+2) 14 (+2) 16 (+3) checks that rely on sight.

Saving Throws Dex + 9, Con +8, Wis +6, Cha +7 Shadow Stealth. While in dim light or darkness, the demon can
Damage Vulnerabilities radiant become invisible as a bonus action until it casts a spell or enters
Damage Resistance acid, fire, necrotic, thunder, bludgeoning, an area of bright light.
piercing, and slashing from nonmagical weapons
Damage Immunities cold, lightning, poison Incorporeal Movement. The demon can move through other
Condition Immunities exhaustion, grappled, paralyzed, petrified, creatures and objects as if they were difficult terrain. It takes 5
poisoned, prone, restrained (1d10) force damage if it ends its turn inside an object.
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, telepathy 120 ft. Actions
Challenge 10
Multiattack. The demon makes 2 attacks with its claws.
Innate Spellcasting. The shadow demon's innate spellcasting Alternatively, it can make one attack with its claws and can use its
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). menace ability.
It can innately cast the following spells, requiring no material
components: Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 12 (2d6 + 5) psychic damage or, if the demon had
At will: dissonant whispers, darkness, inflict wounds, pass without advantage on the attack roll, 19 (4d6 + 5) psychic damage.
trace
1/day each: finger of death, grasping shadows, tendrils of shadow Menace. The demon can make an attempt to demoralize any
creatures it can see within 30 feet of it that can see and hear it.
Aura of Menace. The shadow demon has advantage on Charisma A target makes a DC 17 Wisdom saving throw or is frightened.
(Intimidation) checks and on attack rolls against frightened A target can make the saving throw again at the end of its turns
creatures. to end the effect. On a success, the target can't be frightened
in this way for 1 hour.

26 Creatures: Shadow Demon

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