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Andariel, The Maiden Of Anguish 8 Actions

Large Fiend, Lawful Evil 3,900 xp Multiattack. Andariel makes three attacks: one with her
Claws and two with her Talons.
Armor class Hit points Speed Claws. Melee Weapon Attack: +7 to hit, reach 10ft., one
40 ft. target. Hit: 15 (2d10 + 4) slashing damage plus 7 (2d6)
18 136 poison damage.
(natural armor) (16d10 + 48)
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
STR DEX CON INT WIS CHA
Poison Spray (Recharge 5-6). Andariel expels poisonous
19 (+4) 12 (+1) 17 (+3) 16 (+3) 11 (0) 20 (+5) gas from her hands in a 30-foot cone. Each creature in that
area must make a DC 14 Dexterity saving throw, taking 42
Save Throws: Dex +4, Con +6, Wis +3, Cha +7 (12d6) poison damage on a failed save, or half as much
damage on a successful one. Each creature that failed the
Skills: Perception +6, saving throw is poisoned for 2 rounds. If the creature if
healed through magical means, they cease being poisoned.
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: darkvision 120ft., passive Perception 16
Languages: Common, Infernal, Abyssal, Dwarvish, Orcish
Challenge: 8 (3,900 xp)
As with all the Great Evils, Andariel was spawned from one of
the seven heads of Tathamet. She controlled the Realm of
Anguish in Hell. She was considered to be a close confidante
of Diablo.
Vulnerabilities: fire

Blood Raven 3 Actions


Medium Tie ing, Lawful Evil 700 xp Multiattack. Blood Raven makes two attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
30 slashing damage if used with two hands.
16 39
(leather) (6d8+12) Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 9 (2d6+2) piercing damage.
STR DEX CON INT WIS CHA Summon Dead (Recharge 4-6).
You return a dead skeleton or zombie within 20ft to life. The
13 (+1) 18 (+4) 14 (+2) 11 (0) 13 (+1) 12 (+1) creature returns to life with half its original hit points. This
spell closes all mortal wounds, but it doesn’t restore missing
Save Throws: Dex +7, Con +5, Wis +4 body parts. If the creature is lacking its head, for instance—
the spell automatically fails. Upon Blood Raven's death, the
Skills: Perception +4, Stealth +10 Summoned Dead will die.
Damage Resistances: Fire
Senses: darkvision 120ft., passive Perception 14
Languages: Common, Elvish, Abyssal
Challenge: 3 (700 xp)
In life, Moreina was a captain of the Rogues in the battle
against Diablo at Tristram, she, along with the Sorcerer
Jazreth, joined forces with the Warrior Prince Aidan to
penetrate the depths of the labyrinth and slay the Lord of
Terror himself. Akara explains that she felt Moreina brought
an evil influence back with her, and that influence eventually
led to Moreina's corruption into the evil Blood Raven by
Andariel. Blood Raven has long black hair and wears blood
red and leather armor that is black as the night sky.
Martial Advantage. Once per turn, Blood Raven can deal an
extra 7 (2d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of Blood
Raven that isn't incapacitated.
Countess Erzsébet Báthory 5 Actions
Medium Undead/Human, Chaotic Evil 1,800 xp Multiattack. The Countess makes two attacks, only one of
which can be a bite attack.
Armor class Hit points Speed Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
30 creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
15 82 dealing damage, the Countess can grapple the target
(natural armor) (11d8+33) (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
STR DEX CON INT WIS CHA creature, or a creature that is grappled by the Countess,
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
16 (+3) 16 (+3) 16 (+3) 15 (+2) 13 (+1) 16 (+3) damage plus 7 (2d6) necrotic damage. The target's hit point
maximum is reduced by an amount equal to the necrotic
Save Throws: Dex +6, Wis +3 damage taken, and the Countess regains hit points equal to
that amount. The reduction lasts until the target finishes a
Skills: Perception +3, Stealth +6 long rest. The target dies if this effect reduces its hit point
maximum to 0.
Damage Resistances: necrotic, bludgeoning, piercing, and
slashing from non magical weapons Children of the Night (1/Day). The Countess magically calls
2d4 swarms of bats or rats (See page 338/340), provided
Senses: darkvision 60ft., passive Perception 13 that the sun isn't up. The called creatures arrive in 1d4
Languages: Common, Elvish, Dwarvish, Abyssal rounds , acting as allies of the Countess and obeying her
spoken commands. The beasts remain for 1 hour, until the
Challenge: 5 (1,800 xp) Countess dies, or until the Countess dismisses them as a
The Countess once ruled from a castle in the Black Marsh. It bonus action.
is said that she bathed in the rejuvenating blood of a hundred
virgins, but was buried alive. It is believed that her fortune
was divided up among the clergy, but that some of it Vampire Weaknesses. The Countess has the following
remained in the tower. flaws:
Forbiddance. The Countess can't enter a residence without
Regeneration. The Countess regains 7(2d6) hit points at the an invitation from one of the occupants.
start of its turn if it has at least 1 hit point and isn't in sun light Harmed by Running Water.'The Countess takes 20 acid
or running water. If the Countess takes radiant damage or damage when it ends its turn in running water.
damage from holy water, this trait doesn't function at the start Stake to the Heart. The Countess is destroyed if a piercing
of the Countess's next turn. weapon made of wood is driven into its heart while it is
incapacitated in its resting place.
Spider Climb. The Countess can climb difficult surfaces, Sunlight Hypersensitivity. The Countess takes 20 radiant
including upside down on ceilings, without needing to make damage when it starts its turn in sun light. While in sunlight,
an ability check. it has disadvantage on attack rolls and ability checks.

Griswold 2 Actions
Large Undead, Neutral Evil 450 xp Smith's Hammer. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Armor class Hit points Speed Lunge (1/day). As a reaction, when Griswold is targeted for
20 ft. an attack, he may immediately move 20ft and has a +15
8 85 bonus to AC against the triggering attack.
(leather) (9d10+36)

STR DEX CON INT WIS CHA


19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

Save Throws: Wis+0


Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: Common and Dwarvish but can't speak
Challenge: 2 (450 xp)
Griswold spent the early years of his life in the Barbarian's
city of Harrogath. With no rage in his blood he turned to Light
and became a great Paladin standing nearly eight feet tall. It
is thought by many that Griswold has giants blood in him
although no giants have been seen for a millennium. In his
old age Griswold put down the sword in trade for a smithing
hammer, not that he still doesn't bear the strength of his
youth...
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC of
5 +the damage taken, unless the damage is radiant or from a
critical hit. On a success, the zombie drops to 1 hit point
instead.
Rakanishu 3 Actions
Small Demon, Lawful Evil 700 xp Multiattack. Rakanishu makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft ., one
Armor class Hit points Speed target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)
30 ft. lightning damage.
17 49
(half plate) (9d8 + 9)

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 12 (+1) 9 (-1) 12 (+1) 8 (-1)

Save Throws: Con +3


Damage Immunities: Lightning
Senses: passive Pe rception 10
Languages: Common, Abyssal
Challenge: 3 (700 xp)
Rakanishu, Lord of the Fallen is a particularly brutal Fallen,
both feared and respected among his own kind. Driving his
minions into a frenzy, Fallen could often be heard screaming
his name as they rushed headlong into their deaths.
Sunlight Sensitivity. While in sunlight, the Fallen has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Lightning Aura. All opponent creatures within 30 ft. of
Rakanishu must succeed an DC constitution or Dexterity
check of 12 or suffer 1d6 lightning damage. Roll the DC
check on Rakanishu's turn.
Death Burst. When Rakanishu dies, he explodes in a burst of
blood and bone. Each creature within 5 feet of him must
make a DC 11 Dexterity saving throw, taking 7 (2d6)
bludgeoning damage on a failed save, or half as much
damage on a successful one.

The Smith 5 Actions


Large Overlord, Neutral Evil 1,800 xp Multiattack.The Smith makes two Smash attacks with its
smithing hammer.
Armor class Hit points Speed Smash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
35 ft. target.
9 76 Hit:13 (2d8 + 4) bludgeoning damage.
(9d8 + 36)
Slow (Recharge 6).The Smith targets up to three creatures it
can see within 10 feet of it. Each target must make a DC 17
STR DEX CON INT WIS CHA Wisdom saving throw against this magic. On a failed save, a
target can’t use reactions, its speed is halved, and it can’t
19 (+4) 9 (-1) 18 (+4) 7 (-2) 10 (0) 1 (-5) make more than one attack on its turn. In addition, the
target can take either an action or a bonus action on its turn,
Save Throws: Strength, Constitution not both. These effects last for 4 rounds. A target can repeat
the saving throw at the end of each of its turns, ending the
Damage Immunities: poison, psychic, bludgeoning, piercing, effect on itself on a success.
and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petri ed, poisoned
Senses: darkvision 120 ft., passive Perception 10
Languages: Some Common, Infernal
Challenge: 5 (1,800 xp)
While all of the dark beasts who reside withing the Monastery
are dangerous, the Overlord who guards the Malus is
particularly brutal. Known as The Smith, this vile craftsman
now uses the power of the Malus to create weaponry for the
minions of Diablo.
Berserk. Whenever the Smith starts its turn with 30 hit points
or fewer, roll a d6. On a 6, the Smith goes berserk. On each
of its turns while berserk, the Smith attacks the nearest
creature it can see. If no creature is near enough to move to
and attack, the Smith attacks an object, with preference for
an object smaller than itself. Once the Smith goes berserk, it
continues to do so until it is destroyed or regains all its hit
points.
Immutable Form.The Smith is immune to any spell or effect
that would alter its form.

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