Professional Documents
Culture Documents
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.
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.
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
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.
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.
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.
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.
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
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
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.
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. 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
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.
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.