Professional Documents
Culture Documents
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Denizens of
the Abyss
A list of the inhabitants of the Abyss
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General Observations on Demons
Spawned in the raw chaos of in the infinite layers of the The smarter and stronger rule those of their kind who
Abyss, demons are the manifestation of malign chaos, are weaker and less intelligent. The less intelligent will
the embodiment of vile perversion and elemental ruin, attack without question and fight until slain.
engines of destruction barely contained in monstrous
form. Possessing no compassion, empathy, or mercy, No demon can ever be subdued.
they exist only to destroy and shriek their hatred of all
things in an unbearable tumult. Spawn of Chaos
Out of filth and carnage, the innumerable hordes of
Demons full number can never be known. Their forms demons manifest as extensions of the chaos and evil left
are as varied as their powers but even the weakest of in the Abyss after the deities, devils, and other powers
these creatures are hideous to behold, their features the begun forging their own domains.
stuff of nightmares. The most powerful fiends are
anathema to mortal sensibilities, their mere presence Most demons spawn spontaneously from the very
enough to drive other creatures to madness. essence of the boundless Abyss, which hungers for chaos
and evil, using its creatures to bring more of the
As living engines of annihilation, demons have an universe back to its ultimate starting point. For this
innate desire to destroy while causing as much pain as purpose, even its most diverse demonic creations have
possible and share a singular thirst for destruction and qualities most useful in spreading chaos and evil, as well
mortal blood. Some demons are representative of great as a burning desire to do so. Chaos being Chaos, there
abyssal hordes, dwelling in that realm in incalculable are incalculable kinds of demons in the universe and
numbers. Others are called into being to wreak havoc in they cannot be described collectively: if some represent
the planes or in the world, then they are never seen uniform strains identical to each other, others are
again. Demons remain mostly mysterious and unique monstrosities. Other demons are even created
incomprehensible. from mortal souls shunned by the god, cursed, or
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otherwise trapped in the Abyss.
Capricious Elevation
Demons respect power and power alone. A greater
demon commands shrieking mobs of lesser demons
because it can destroy any lesser demon that dares to
refuse its commands. A demon's status grows with the
blood it spills; the more enemies that fall before it, the
greater it becomes.
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and suffering. Fiends often have many ways of reminiscent of their chaotic homes or create them.
escaping encounters that become too dangerous. On Fiends like to open portals to the Abyss to expand
occasion, fiends can also see greater profit or more the influence of chaos and evil throughout the
amusement in leaving a fight while the outcome is planes, if not for reinforcements.
still in doubt. They will usually return, though. Most of Demons are able to move from their own
Nearly all Demons have enough evil cunning to plane into those of Tarterus, Hades, or
allow them to exploit any situation to their Pandemonium or even roam the astral plane.
advantage. Unreliable servant, disloyal henchman, However, they cannot enter the Prime Material
whim-driven master—a demon can fulfill all these Plane without aid.
roles. Because most of them have a special form of
The Abyss calls to Demons. First and foremost, telepathy, demons are able to understand every
demons exist to spread chaos and evil—the nature intelligent communication. Hence most Demons are
of the Abyss. If demons expect to be on the Material likewise able to converse.
Plane for long, they will often either find places
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Tanar’ri
There in the Abyss, where others endure endless
torment, the tanar’ri thrive.
History
Current rulers of the Abyss as a whole, and certainly
the most numerous of demonkind, the tanar'ri came to
be only once the first evil mortal soul arrived in the
Abyss—the interaction spontaneously resulting in the
first tanar’ri, Demogorgon. More followed, and as the
process soon became commonplace on the Abyss, the
tanar'ri shape grew more stable. Many of earliest
tanar'ri, like Demogorgon, Juiblex, the alkiliths, and power struggles is the molydeus, who seems curiously
the myrmyxicus had few, if any, humanoid aspects, the divorced from the tanar’ri power structure.
raw chaos of the Abyss making them primeval and
monstrous. Other tanar'ri, such as the hezrou and Creation and judgement
glabrezu bear the mark of sibriex alterations and have When a mortal who devoted his life to chaos and evil
an almost mechanical aspect to parts of their bodies. dies, his spirit wends its way to the outer plane that
most closely matches the essence of his former being:
Ecology the Abyss. Some other sages argue that the gods simply
It is believed that the first tanar’ri were forged from punish them by consigning them to this horrible plane
the souls of the first humanoids drawn to the Abyss. As populated by demons and other evil creatures. There,
a result of these ties to the mortal realms, most tanar’ri these souls, hatched from the reality of the plane itself
incorporate humanoid features into their forms and at the moment of their deaths, undergo everlasting
they tempt mortals into crimes of passion and vice, torment at the behest of dark powers. Despite this
evils of appetite. origin, most tanar’ri cannot remember (or don’t care to
remember) their Material Plane origins, and believe
Most tanar’ri feed on either flesh or the life force of themselves to be the superior race in the multiverse.
other living beings. It appears that they derive more
nutrition from a victim by instilling terror in it before The fiends have established a method of selection that’s
the kill. Whereas most predators simply stalk and then really just a dark mockery of a lawful, ordered system.
kill, tanar’ri add a third step: stalk, terrify, kill. The mortal spirit becomes a disgusting larvae demon
and appears in the mountain of Woe (the 400th layer
Society of the Abyss), where it is judged by pompous
Tanar’ri form the most populous and most diverse nalfeshnee:
group of demons, and their numbers are unimaginably
vast. The Abyss is their home, their legions spilling into Spirits with little promise become manes, fit only
nearly every layer of the plane, but they are also the as food or supremely expendable soldiers. The
most encountered demons outside of the Abyss, newly dead that take the form of manes are lowly
roaming the Astral and Ethereal planes, driven and tormented.
ceaselessly to seek fresh victims. Less intelligent Spirits that seem sufficiently evil and malleable
tanar’ri often attack without question and fight until become dretches.
slain. Especially proud spirits that need to learn humility
– and humiliation- become rutterkin, mightier than
The tanar’ri have little use for anything besides power, either manes or dretches but also more reviled.
and a strong lesser tanar’ri who bests a greater cousin
gains higher status in the Abyss. Their petty battles for Being tanar’ri, the judges’ decisions are most probably
position are endless. The only class free from these completely arbitrary.
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The tanar’ri transform just about all the larvae that
appear before them. That is part of the reason the
tanar’ri so staggeringly outnumber the baatezu, who
apply much stricter standards when it comes to
choosing a larvae; fewer acceptable larvae means
fewer baatezu.
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service, the demon princes or the Abyss itself can Guardian: molydeus
plunge them back into the general pool. Greater: babau, chasme, goristro, nabassu,
wastrilith
Demonologists organize the chaotic distribution of True: alkilith, balor, glabrezu, hezrou, marilith,
demons into broad categories of ascending power with nalfeshnee, vrock
member varieties. The two main distributions listed
below seem to be non-coherent with one another, but so The only purpose of the lesser and least tanar’ri is to
is the Abyss. fight in the Blood War.
In any case, these classifications actually mean little in Traits and Combat
tanar’ri’s lives, and they are at best merely broad All tanar’ri are very tough and seem to be almost
estimates of destructive power. immune to electricity and poison, and quite able to
endure acid, cold and even fire, although results differ
depending on the type of demon.
Death
The topic of what happens to tanar’ri when they die is
another cause of much debate, but many sages
acknowledge the following basic concepts:
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little fear of death.
If a demon is killed while within the Abyss, its
body and essence are permanently destroyed. For
this reason, many demons are relatively more
cautious on their home turf than when wreaking
havoc on another plane. While a demotion through
reincarnation is not ideal, most demons view it as
a much better option than a complete annihilation.
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bribes. Adarus equally enjoy grisly trophies, keeping all
sorts of body parts adorned with the belongings of the
fallen they do not process, fascinated as they are by
other shapes and forms of flesh. Such mementos remind
the adaru of its specific victims as it picks over its
treasures, chuckling and recalling the fond memories of
the torment it inflicted.
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Alkilith
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An anzu is 7m50 feet long with a 20 meters wingspan.
It weighs four tons.
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History: In ages past, fomorians enslaved six Feywild
centaur clans. The captives were forced to serve as
armorsmiths, beasts of burden, expendable cavalry,
and playthings. Corrupted by the brutality of the
twisted giants of the Underdark, the centaurs began to
follow their tormentors' example. Eventually, the
centaur slaves broke free, escaping into the depths of
the Underdark. There, they stumbled on a portal
leading to Pazunia. A few searched for a way home to
the Feywild, but the darkness of the Abyss quickly
claimed the others. Abandoning their kin, they took up
lives as abyssal mercenaries and were transformed
into demons. Today, the armanite legions serve
whichever demon lord offers the best pay in territory
or soul larvae.
Armanite Youngs are herded along with the servants and camp
followers until they seize weapons of their own from a
Armanites (also called the Dark Horsemen or the Dark fallen member of the troupe and slay an enemy, at
Riders) are tanar’ri that serve their masters as which point they join the adults. They mature quickly
cavalry. They resemble demonic centaurs and are and are full grown within a year. Immature armanites
encased in armor of demonic chitin strong enough to are orphaned quickly and receive no special treatment
repel mortal steel or care.
Description: An armanite resembles a pale, undead Habitat: Armanites can be found on any layer of the
centaur. It has the lower body of a muscular horse and Abyss that is commanded by particularly militant
the torso, arms, and head of a sickly human. Its flesh is demon princes. The Plains of Gallenshu (layer 377) is
pale and festers with sores. Heavy horns of a ram or a commonly held to be the source of the armanite race,
bull protrude from its brow, and patches of bristly hair for this layer is rife with thousands of constantly
protrude from chinks in its intricate full plate armor warring tribes of these demons.
suit. Its tail and the manes down its spine are stiff
bristle, and the flesh on its bellies sags so much that Society: Like their centaur forebears, armanites are
older armanites sometimes look like gutted half-horses, fiercely territorial. They tolerate no interlopers into
dragging their entrails beneath them. their lands or within the realms of their masters.
Arrogant and clannish, these demons employ
All armanites wear black, fluted armor that seems coordinated tactics and a militaristic discipline that
more ornamental than functional. Because of their even devils admire.
great strength, the armor is much heavier than
ordinary armor and more effective than it might An armanite lives for war. With little else to occupy it,
appear. Armanites are never without their weapons: it fills its time with combat. An armanite not in battle
flanged maces, wavy flamberge swords, and heavy or planning war is actually at its most dangerous and
crossbows or composite bows. unpredictable, because it has no target on which to
unleash its rage.
Some breeds of armanite are more kangaroolike in
their nonhuman half. Their front limbs are hands, Armanites are the mercenaries and scavengers of the
capable of manipulating weapons and small items. Blood War, collecting their pay and their dinner from
the bodies of those they slay, living by devouring the
A typical armanite stands 2m70 tall and weighs flesh and spirits of the fallen, and both sexes enjoy the
around 1,2 metric ton. chance to do battle. They serve their masters well but
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expect plunder in return; failure to provide it results Armanites encountered in smaller numbers are almost
in desertion or rebellion, even on the eve of battle. always ragged survivors of a raid gone awry. Since
Their reputation for fickleness is well earned; if they they often turn on each other when there’s nothing else
receive orders they don’t like, they simply leave. to fight, it’s far more common to encounter a lone
armanite than to find them in groups of half a dozen.
Most herds of armanites specialize in a particular
battlefield duty, such as scouting, foraging,
skirmishing, archery, or the like. Since they quickly
grow restless when battle grows scarce, they never take
part in sieges.
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The massive arrows notched in the bows draw the eye,
and the emaciated limbs with which it holds its twin
bows obviously conceal an abyssal strength.
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Babau
means of slowly killing their targets, inflicting the plans and strike with sudden ferocity. They’ll usually
greatest amount of pain while staving off death – and attack the most powerful foe first, hoping to eliminate
thus the end of the suffering – of their victims. true threats quickly and then toy with the rest.
True tanar’ri have close ties with babaus: if a babau is Any creature who meets a babau’s glowing red gaze
attacked, a true tanar’ri might notice and come to its risks to be greatly enfeebled.
aid – not through any sense of loyalty, but rather to
Babaus can gate in cambions or another babau. There
further the Blood War. Most demon lords have at least
is also a chance that a true tanar’ri comes to the aid of
several babaus as minions. This causes the lesser
a babau in trouble.
tanar’ri to fear babaus even more.
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chaos, terror, and misery for others.
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Bar-Lgura
Bar-lguras avoid regions infested with other demons, can pounce on foes with great ferocity, clawing and
since they do not share their kin’s delight in torment biting before its victim can even react.
and don’t enjoy the company of other demons. Rather,
Unlike most tanar’ri, a bar-lgura can teleport other
they think that lesser demons simply get in the way.
creatures, even if those creatures are unwilling. A bar-
It’s not uncommon to find a single bar-lgura in areas
lgura typically uses this abduction tactic on one of its
quite remote from other demonic activity—such loners
enemies to finish him off alone.
could be advance scouts for a larger force, but are
more likely to be individuals seeking an opportunity to Experts at camouflage, Bar-lguras change their
spread a little mayhem. coloration to that of their surroundings. they can see
invisible foes.
In certain areas of the Abyss, the bar-lgura form tribes
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Bogannarr Bogannarrs are about 1m20 long, and they weigh about
25kg. They understand Common and Abyssal, but do
not speak. They communicate telepathically with each
This creature looks like a six-legged monkey with a
other to coordinate attacks.
reddish face and a prehensile tail. Its glowing red eyes,
undersized wings, and red-black fur lend it an air of
Combat: A bogannarr is a savage fighter, similar in
malevolence. It moves like a spider and has moves like
ferocity to a wolverine. Once it begins attacking, a
a spider and has bared fangs. Its tail ends in a stinger
bogannarr does not quit. In groups they are even more
that drips with ichor.
dangerous. With limited intelligence, they are well
suited to follow the orders of more powerful demons.
Description: A bogannarr resembles a red and black
monkey with six legs. It has small wings on its back
One of their usual tactics is to swarm a single opponent
that are nonfunctional. Some think that this denotes a
and drain it of life before moving on. The creature
relationship between these creatures and the more
latches onto an opponent with all six legs and uses its
powerful nalfeshnee, but no one knows for sure. The
tail to devastating effect. A bogannarr can also
bogannarr also has a prehensile tail that it can use
increase its size and grapple a foe.
both to grasp things and utilize as a weapon. The tail
sports a stinger that drips venomous ichor. Its fangs are poisonous and it can summon other
Tanar’ri.
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form of telepathy. The bulezau is not a patient basher:
if it decides it’s easier to tear the arms off a sod than
talk to him it won’t wait long to act on its impulses.
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covens. Owing to their master Baphomet’s rivalry with
Pazuzu, bulezaus also loathe vrocks, and encounters
between the two almost always break out into a fight
unless there are baatezu nearby to deal with.
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Cerebrilith
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Chasme
Clever, swift and craven, chasmes (sometimes called fly A chasme can grow to between 2m10 and 2m70 meters
demons) are insectlike tanar'ri that slake their in length. However, as suited a flying creature, it is
unending thirst for blood and pain by tormenting the very light, weighing a mere 75 kilograms.
weak. Chasmes travel the layers of the Abyss in search
of tanar’ri that evade participation in the Blood War. When speaking, chasmes have a rasping, buzzing voice.
They also often serve greater demons as interrogators,
Ecology: Chasmes are carnivorous, and drain a victim's
taskmasters, or torturers.
blood via their proboscises. Chasmes are cunning but
Description: a chasme is a frightful, wretched, and cowardly, and their keen focus on self-preservation
disgusting hybrid. With the body of a giant fly, it bears gives them a subtlety and caution rarely seen in
two sets of large buzzing wings and carries six limbs. demons. They have a constant thirst for blood and
The two forelimbs resemble long, slender human arms pain, which they satisfy by torturing the weak. They
with long-fingered hands, the other four are spindly are expert in the techniques of punishment and
hooked insectoid. Emerging from its thorax, it has a torture, but also have a knack for deception and
head, vaguely human but ugly and exaggerated, with determining one's real motives. A chasme’s cunning
a tiny mouth, compound eyes, and a large hooked horn and sense of self-preservation provide it with a subtlety
where its nose should be. This nose is hard, sharp, and unusual in demons. Although its goal is ruin, mayhem,
can bite and suck blood. Its maw contains black, bony and pain, it takes the time to gather power and
ridges rather than teeth, and its tongue is hollow. Tufts knowledge. Usually through lies, threats, and torture,
of wiry hair sprout from between the black plates that it coerces other beings into helping it.
cover its thick, insectoid body.
An adult chasme can spawn up to ten young each
Even viewing the hideous chasme is a disturbing, year, via pre-fertilized eggs it lays in the rotting
terrifying experience. Anyone being touched by, or corpses of creatures slain in the Abyss. These eggs
even catching sight of a chasme has to remain firm or hatch after three months, producing larvae-like
else flee in horror. fiendish maggots that crawl from the corpse and
consume the corruption that pervades the Abyss. Other
The chasme can walk upright or crawl upon walls and demons, especially those that fly, often kill and devour
ceilings, and fly with excellent maneuverability. chasme larvae when they found them, so only the
cleverest survive. After a month, they metamorphose
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into their adult forms and hatchlings grow to
adulthood in seven years, though they can lay their
own eggs after two.
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to sickly blue in some areas, stretched over pulsing
varicose veins. Their heads are set squarely upon their
shoulders. Dretches’ mouths are slack and slobbery
with many small fangs. Their hair is sparse and bristly,
exposing pointed ears that hang limply from either side
of the head. A dretch’s eyes slant downward and the
nose appears squashed.
their displeasure as an unsettling din of hoots, snarls, overwhelm their victims. Each dretch has the ability to
and grunts. Quarrelsome and stupid, dretches can be summon another dretch, but that ability often fails.
Petty and wicked, dretches are also the most common rigors of the Abyss. These creatures will not flee
tanar’ri, found in massive hordes everywhere in the combat if a greater or true tanar’ri is present.
Abyss. Along with the manes, the dretches are the Dretches are so wretched they would rather die than
rank-and-file of the Blood War. fall further into disfavor by fleeing. Their natural
attack forms consist of their two claws and their bite.
Description: Dretches are ape-like creatures with arms
ending in clawed hands. They have round and gaunt, They like to gate in companions, then have the
rubbery, almost hairless bodies, and thin, spindly arms companions immediately attempt gates in turn, and so
and legs. Their skin is pale white to beige, giving way on until a vast horde of dretches appears.
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Gadacro
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Personality: Although devastating in combat,
glabrezus prefer to work behind the scenes, both on the
Prime Material Plane and in the Abyss, tempting
victims into ruin, using power or wealth and respect
undreamed of by even the most ambitious, as a lure. A
glabrezu hoards riches that it uses to fulfill promises to
shortsighted summoners and weak-willed mortals.
Their imposing stature radiates authority and control,
which they use to sway mortals into accepting their
gifts…for a price. They use lies and deception to destroy
the lives of all whom they meet. They rarely lead, but
rather act as advisors, chief lieutenants, and spies for
more powerful demons.
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Hezrou
Ecology: A hezrou's main motivating factor is food. plane as they wish. During these Dark Walks, as they
Hezrou are not as intelligent or intuitive as the other are known, the hezrou go forth and make pacts with
true tanar’ri. This is ideal for their duties, however, for mortals. They willingly enter into service to a mortal,
theirs is to obey and enforce. Hezrou are foul-tempered typically one in dire need, but exact a heavy toll. In
and mean. They attack even those that follow their exchange for a major service, such as destroying an
instructions, just for sheer entertainment. enemy’s castle or retrieving a lost artifact, the hezrou
secure eternal subservience by the mortal, a family
It is possible for a marilith to be demoted to a hezrou as member, friend, or lover. The victims come to the
a punishment, bring a change in sex from female to Abyss and serve as manes.
male. The hezrou Zaxis was actually a fallen marilith
named Bethsiva, whose child was the balor Baalbisan Hezrous do not have individual names, and are
with a rank even higher than hers. between vrock and glabrezu in power.
Society: As true tanar’ri, the hezrou are integral to the Combat: The hezrou, among the least powerful of the
Blood War. Most hezrous serve as foot soldiers in the true tanar’ri, are still creatures of formidable power.
demonic hordes of the Abyss: although physically They love to fight, more so than other demons, even
powerful, they are weak minded and can easily be vrocks.
duped into sacrificing themselves by more powerful
demons. They combat using spells As they gladly force their
way into and behind enemy ranks, their foul stench
Some Hezrous are the long arm of the imperious can sicken even the toughest foes in the heart of an
nalfeshnee, walking among the layers of the Abyss enemy's forces. If both claw attacks successfully hit a
enforcing directions of the higher true tanar’ri and target, the victim is in a powerful hear hug and cannot
overseeing the formation of armies, so they are spared attack.
certain death in frontline duty. Due to the chaotic
nature of the Abyss, the hezrou’s services are vital. Hezrou have very keen visual, auditory and olfactory
senses and are impossible to surprise.
At certain times in a century, the hezrou can shift
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Jarilith
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Jovoc
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kastighur's appetites and impulsiveness make him
unreliable. Sometimes, a kastighur would let prisoners
escape so it could then hunt them down. In battle,
kastighur units regularly break ranks to pursue
enemies who appear frightened or fleeing. A veteran,
elder kastighur can grow to humungous size. They seek
ways to enslave and torture more advanced creatures,
such as dragons, more powerful outsiders, and mighty
mortals.
Description: In form, the demon is roughly humanoid, Thus, they mostly serve more powerful and intelligent
with a body rippling with muscles under a tough blue demons, working as jailers and hunters, tasks they
hide, powerful legs standing on cloven hooves, and found quite fulfilling. When one of the tanar'ri needs to
thick arms ending in strong claws. Its visage is hideous, track down a creature, but lacks the ability to create a
its head large and weight, bearing long horns. These retriever, they summon one or two kastighurs instead.
horns grow slowly but continually, and they adorn In the Barrens, kastighurs compete to serve the
them with carvings of symbols or words. goddesses Loviatar, the Maiden of Pain, and Talona,
Lady of Poison.
For further protection, a kastighur "wears" armor, of a
fashion—enormous steel pieces bolted directly to its When two or more kastighurs have the same master,
body. A helm is bolted to its neck, a breastplate to its they put aside their mutual hatred but their rivalry
torso, and other pieces to its shins, forearms, and becomes a competition, and they search always to
shoulders. outdo each other.
A kastighur is huge, standing somewhere between Combat: A kastighur charges, knocks over, and
4m50 and 6m and it can weigh up to 4,5 metric tons, overruns its enemies. It delivers wild, brutal attacks,
and ancient, veteran kastighurs can grow to even has a terrifying aura and grows more aggressive
greater sizes. against fearful opponents. In close melee, it will go all-
out, using its strong arms to slam foes, and its long
Ecology: Kastighurs are invariably depraved, cruel, horns to gore its victims, slamming and dealing out
and driven by whim and impulse. Their chief catastrophic injuries at full force.
enjoyment is to break the wills of others through
torture, whether physical or by the exhaustion of an It will sometimes use teleportation to appear closer to
unrelenting hunt. They also have an immense love for a target. Kastighurs are so battle-hungry, they would
melee combat and took to battle with great joy. even try to use this ability to appear above a flying
target, to then attempt to grapple it and take it down
Kastighurs feed off the fear, panic, and hopelessness of to the ground as they fell.
the creatures they hunt or imprison. They take great
joy in the hunting and torturing of others, prolonging Kastighurs use their teleporting ability with a bit of
their deaths as long as possible so they can savor the trepidation: they don’t seem to enjoy the same greater
delicious emotions a little longer. However, a teleportation that many other fiends possessed.
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Kelvezu
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Klurichir
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Manes weak and pitiful manes are the lowest form of demonic
life, the transformed physical shell of a chaotic evil
mortal’s soul after it reaches the Abyss. Those who
Simpering and pitiful, manes are the lowest of the low,
were particularly cruel and evil in life are confined to
the chaff and rabble of the Abyss, feeble and nearly
the Pits of Despair on the 400th layer of the Abyss. The
mindless tanar’ri with no will of their own, devoted to
Pits are thought to be hidden beneath the Mountain of
savagery and fury, contributing nothing but their own
Woe, but of this place, wizards and sages know only the
pitiful hate to the surrounding environs. Plentiful and
name.
weak, they have the dubious honor of serving as the
primary food source in the Abyss.
Manes do not advance in the standard manner.
Rather, they are occasionally transformed into more
Description: This humanoid is bloated with rot and
powerful demons at the whim of the Abyss. Once in a
rancid gas. Maggots and other carrion creatures, that
great while, a particularly cruel or unusually
literally feed on the mane, squirm in the sores on its
intelligent mane catches the eye of a powerful demon
pasty gray flesh. Its filmy pale white eyes show the
that engineers the mane’s “promotion” to a more
barest sign of sentience and constantly drip disgusting
powerful tanar’ri. There is no order to these
liquids. Manes have sparse hair, and long cruel claws
transformations; a mane could be turned into a lowly
and jagged sharp teeth.
rutterkin, or it could reform as a more powerful
A mane stands less than 1 meter tall. Despite its demon, such as a vrock. A mane only rarely retains
bloated appearance, it weighs only 7 kilograms. shattered fragments of its memories as a mortal, yet
those creatures are the most likely to ascend to higher
Though they respond to their masters’ commands in forms of demonic life. In the most despicable and cruel
Abyssal, manes shrieking babble only barely of these cases, a mane can eventually rise to become a
approximates speech. powerful tanar’ri, such as a molydeus or balor.
Ecology: Born of chaotic filth and abyssal detritus, the Orcus, the Prince of Undeath, has the power to
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transform manes into undead monsters, most often
ghouls and shadows.
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commonly adorned with precious
jewelry and bear highly decorated
weapons.
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Maurezhi
Ecology: maurezhis are demons formed from the souls Habitat/Society: Most maurezhi recruited by the
of murderers who cannibalized their victims. They babaus or hezrous are doomed to serve as marauders
grow stronger, more intelligent and more dangerous and skirmishers in the Blood War, but a few find ways
with each of their voracious feedings. They seek out to escape onto the Outlands or the Prime and begin a
opportunities to slay and devour the most powerful career of bloody murders and vile feasts. Between
and intelligent mortals they can find, wherever they suitable victims, maurezhi are fond of haunting
can find them. They delight in consuming waylaying
graveyards and barrows, sating their taste for the flesh
lone travelers, assuming their appearance, and
of mortals.
tormenting the victim’s loved ones and using their
acquaintances to seek out other victims. In the Abyss, a typical maurezhi’s never had the
chance to consume a human, but a small percentage of
Although maurezhi devour all kinds of carrion and maurezhi encountered there will be full-grown
corpses on a daily basis, in order to gain power they creatures that have returned to the Abyss at the peak
must personally kill the victim and devour her. The
of their power. These tanar’ri function as assassins and
grisly process requires no less than half an hour. The
spies, roaming the Lower Planes to keep an eye on the
maurezhi is then able to call upon the memories of the
baatezu war efforts.
victim it has consumed and assume its appearance. It
is said that a faint odor of death lingers near a Combat: Maurezhi enjoy stalking and terrifying their
maurezhi masquerading as one of its victims. The victims. They prefer a sudden surprise attack to a
maurezhi can use any physical talent its victim head-on challenge, but they’re not afraid of a fight.
possessed and can speak while in assumed form (and They strike with each of their filthy claws and rend
know all the languages the victim did). with their slavering jaws. Maurezhi can make
lightning-swift leaps to close with their prey.
The resemblance with ghouls or ghasts is not a
coincidence, for the first maurezhis formed from the
43
dwell in the Iron Wastes, their numbers have steadily
dwindled, and the vicious Mavawhans have spread
across the Abyss and into the Material World.
Known to some as ice demons, these gaunt tanar’ri victims into statues of living ice. A mavawhan exsudes
have dwelt on the Iron Waste for ages, certainly longer a bitter aura of cold. Its sting injects a deadly cold that
than Kostchtchie has been the ruler of the realm. Once, freezes the victim from inside out. It can be countered
vast flocks of mavawhan ruled the skies above and the by magical fire.
ice caverns below the Iron Wastes, but Kostchtchie and
The creature can move across icy surfaces with
his minions hunted many of these flocks to extinction.
complete ease.
Only the canniest and toughest survived. The Prince of
Wrath despises demonkind, and he seeks to slaughter or A mavawhan prefers to ambush its prey, lying in wait
enslave the mavawhans at every opportunity. and then hedging victims in with ice and fog. Against
creatures that avoid these ambushes, a mavawhan
Description: This strange humanoid creature seems to generally engages in melee, relishing the chance to
have a body carved of bloody ice. Its bat-like wings are freeze its foes to death. Mavawhan bravery falters
partially transparent and loom behind it, the edges against foes immune to cold and they generally break
caked with razor-sharp icicles. Its body is muscular yet off combat with these targets if possible. Mavawhans
lean, with pale blue and white skin covered with jagged stay in constant motion, striking new targets each turn
black runes. Its face is elongated, with a large fanged in the hope of transforming as many foes as possible
mouth, four snakelike eyes in a single row, no nose and into living ice.
long down curving horns of transparent ice. It has a
black mane of hair that tumbles back from its head and Mavawhans are vicious marauders that have an
down in numerous braids fixed with silver bangles and affinity for other creatures of cold, including jarrlaks,
elementals, and frost giants not in the service of
tiny bones. The creature’s arms are long, folding up like
Kostchtchie.
the arms of a praying mantis, and its long tail ends in
a jagged mess of six icicles like blades.
44
45
A molydeus stands 3m50 tall and weighs 680 kilograms
and can read the thoughts of others
Molydei wield a massive twin-bladed great axe carved Other demons fear it for the fact that its venom can
with jagged runes and a glittering red ruby set into the poison even other demons. The threat of
base of its shaft. transformation into a mane is one of the few shared
fears among demonkind, and no creature causes it
46
more than the molydeus.
47
48
Myrmyxicus
49
Nabassu
their master. On the Plain of a Thousand Portals,
Nabassu (also called zubassu, zubazu or death stealers) nabassus were further corrupted, becoming imbued
are demonic assassins with strong ties to the undead with portal energy and attuned to the connection
creatures spawned in the Abyss. These portal demons between the Abyss and the mortal realm.
cross over into the mortal world with greater
frequency than others of their kind. They are feral Ecology: nabassus have two stages in their life cycle:
hunters stalking the doorways between the Abyss, the juvenile and mature. Juvenile nabassu dwell on the
world, and beyond. Material Plane until they are powerful enough to
return to the Abyss.
Description: This sinister creature’s body is tall and
sinewy with leathery wings, tightly corded muscles. Its Nabassu are the only fiends that live a part of their
head is long, with small horns and ears like a bat’s. Its lives on a foreign plane. They bear a particular hatred
teeth, almost tusks, are set in a mouth that seems too for those that dwell there, as if they blame the denizens
of the Material Plane for the humility of this exile.
large for its head. Its steely gray eyes glow with a
They are a scourge of humanity.
hateful yellow light. Its long fingers end in equally long
talons, and scales cover its wings and skin. Tufts of
As soon as a nabassu is created, it immediately plane
black fur stud the tops of its shoulders. The demon’s shifts to another plane (usually the Outlands or the
back and arms are dull black, while the chest and belly Prime), and begins growing in power by the slaying of
are a sickly dirty gray. humans and spilling of innocent blood. They seek out
rural areas on the Material Plane, preferably areas
A nabassu stands 2m10 tall and weighs 65 kilograms.
where there are enough humanoids to feed on, but not
History: When Orcus was first corrupted by the Abyss, so many that they’re likely to face powerful defenders.
so too were a number of his elemental servants. A If it survives long enough to reach maturity, a juvenile
flight of gargoyles were twisted into horrific forms and nabassu plane shifts back to the Abyss, having done its
infused with a fraction of their lord's necrotic power. duty spreading fear and death on the Material Plane.
In this way, the nabassus were some of the first demons A nabassu changes plane in this manner only twice in
to be born. These demons thirsted for the destruction of its lifetime and does not bring any other creature with
living things and became obsessed with finding a it.
means to escape the eternal vortex. They yearned to
Juvenile nabassu’s greed is low on their list of vices.
enter the mortal realm, whose races would feed them
Once a nabassu matures, this changes. A mature
as they wrought the destruction that would glorify
nabassu’s greed is a powerful thing, and it often sends
50
its minions out to seek highly specific treasures and significant physical portion of its body is eaten by the
trophies to display in its Abyssal fortress, where it nabassu while the remaining portions quickly rot away
gathers a great treasure, at least half of it consisting of to a foul smelling paste. A juvenile nabassu that
strange and unusual trophies gathered from around devours enough humanoids in this fashion instantly
the planes. transforms into a mature nabassu (some say this
number is around 30). Newly matured nabassu plane
Habitat/Society: Peering through the gates of the Plain shifts back to the Abyss with any items currently in its
of a Thousand Portals and into the natural world, possession, abandoning its ghoul minions.
nabassus strike out at explorers, sages, or hapless
bystanders who venture too near those accursed
passages into the Abyss.
effect on creatures that are not humanoids. soul in combat, leaving its foes’ husks scattered across
the battlefield. It chooses the most powerful looking
A juvenile nabassu can feed on the body of a helpless melee combatant as the target of soul devour. Once it
living humanoid, devouring both its flesh and life force. knows that this foe attacks the deathwing at its own
If the victim is slain by a special “coup de grace”, a peril, the demon then ignores it, staying in motion
across the battlefield with life stealing lunge.
51
leaving empty husks of
useless thoughts. These husks
then transform into other
forms of tanar’ri in
ceremonies involving
unimaginable torture.
Thinking of themselves as
refined and cultured,
nalfeshnees employ stained
and rusted cutlery when
they dine.
Habitat/Society: Nalfeshnee
are the most intelligent
tanar’ri, considering
themselves superior even to
the balors. Nalfeshnee do not
act on this feeling because
they recognize the balors’
greater strength. However,
a nalfeshnee seldom passes
up an opportunity to
secretly embarrass a balor,
foil its plans, or even prolong
the Blood War. The
nalfeshnee rule the 400th
Nalfeshnee layer of the Abyss, where they sit on flaming thrones
on the Mountain of Woe. There they judge the mortal
life forces that pass into the Abyss.
The nalfeshnee (also called boar-demon or gashnulfu) is
one of the most grotesque demons - a corpulent
Combat: Though the nalfeshnee usually sit atop their
mockery of ape and boar standing at least twice the
thrones and judge the masses of mortal lives in the
height of a human, with feathered wings that seem too
Abyss, they are devastating in combat, using their
small for its bloated body. These brutish features
wings to soar above the front ranks and reach
conceal a remarkable intelligence and cunning.
vulnerable adversaries that can be dispatched with
little effort from the thick of battle, they telepathically
Few beings terrify mortals more than the nalfeshnee.
bellow commands to lesser demons, even as they inspire
Mortals who pass into the Abyss eventually come
a sense of dread that forces their foes to scatter and
before one of these “lords of woe”, there to suffer
run.
judgment and the pain of transformation.
They can also attack with their two claws and bite, but
Description: Nalfeshnee are 6 meters tall; most of their
prefer a special attack that releases multiple rainbow
immense strength goes simply to support their bodies.
beams that shoot in every direction. Foes are
They combine the worst features of ape and boar, and
temporarily stricken dumb and wander in a trance,
their small wings appear unable to bear their
envisioning its greatest fear.
ponderous bodies. Nalfeshnee have red, glowing eyes
that pierce the mind and seem to draw energy from A nalfeshnee can also attempt to gate in babaus or
just a glance. vrock.
52
Palrethee
53
Rutterkin excruciating process of transformation does not cease
being painful despite its completion. As a result, these
demons are constantly howling and shrieking in pain.
The rutterkin are pathetic, malformed tanar’ri, a type
of least demon among the weakest and most bullying,
A nalfeshnee might also create the rutterkin directly
born from the lowlier manes. They wander the planes
from the life forces of evil but incompetent beings who
of the Abyss, outcasts in their own deranged society.
come before them for judgment.
Rough, crude, and bestial, rutterkins understand
nothing but brute force. Ancient stories of the origin of the rutterkin say that
many millennia ago, a race of humans in a distant
Description: a rutterkin appears as a horribly
corner of the Prime Material Plane experimented with
deformed, terribly ugly human. Its features are
plane and probability travel. These cerebral beings
asymmetrical and deformed. Its mottled green and
explored the Prime Material Plane and eventually
violet skin is hairless except for one or two
expanded into the Inner and Outer Planes. When they
uncomfortable looking patches of wiry bristles. The
discovered the Abyss, they were enslaved by the
fiend has a distorted and elongated head with tiny red
tanar’ri, who had never before encountered beings
eyes that swell with hate, and backward-pointing ears.
other than themselves. Originally, tanar’ri abuse
changed the rutterkin into what they are, but now
This hunched and misshapen figure stands 1m80 tall.
other types of creatures can become rutterkin as well.
Ecology: The malformed body of a rutterkin arises
Rutterkins are the epitome of the horror that is the life
spontaneously from a dead mane, shrieking with the
of a demon. Crippling pain wracks these creatures,
pain of its grotesque birth. Rutterkins are formed from
driving them into a permanent murderous rage. Their
raw manes, typically when a demon lord needs a
only recourse is destruction, and the hope for death in
stronger breed of soldier for his armies, but not one so
combat that might end their suffering.
strong it can’t be easily kept in line. The process of
creating a rutterkin from a manes is said to be so gut
Rutterkins are unique among demons in that their
wrenching that to simply observe it is to invite
anguish sometimes leads to a greater transformation.
blindness. The process can be applied to more powerful
Rutterkins that distinguish themselves with their thirst
demons as well, although only if they are captured and
for destruction and a history of brutal kills tap into the
held helpless—many demon lords use this as a method
chaotic essence of the Abyss, undergoing a rebirth into
of punishment when outright death is too merciful. The
54
a greater demon of a random type. A demon that has
been a rutterkin never recovers from that experience,
and it will resort to any means to seize and hold power.
demented demons seize any opportunity they can to they attack with their claws.
deal out a little pain to anything weaker than
Few rutterkins wear armor, and aside from their
themselves: they attack any non-tanar’ri they see, and
masterwork snap-tongs and tri-blades, don’t carry
even least tanar’ri, savaging it with ruinous glee.
anything of value.
Although the rutterkin are usually far too weak to stop
intruders, these pathetic creatures try to gate in A rutterkin has few spell-like abilities. The ability to
reinforcements, thereby spreading the alarm. summon other tanar’ri is its greatest power.
55
Skurchur
56
Solamith to ensure their own safety. Creatures that can summon
and control demons use solamiths as gatekeepers and
artillery.
A corpulent creature of all-consuming hunger, a
solamith is a manifestation of depraved gluttony,
Solamiths roam singly or in pairs, but they are
drawing energy from the spirits it devours. That power
commonly found among the troops of mightier fiends.
charges its flesh with spiritual fire, which it uses
When in the presence of a more powerful demon or evil
against its enemies by tearing away and hurling bits of
entity, a solamith fawns and snivels, hoping to be
its own body.
taken in as a pet or prized soldier. Solamiths can be
found throughout the Infinite Layers of the Abyss,
Description: A solamith is a corpulent monstrosity that
wandering as fierce hunters across the blasted
lumbers forward on slab-like legs. Its horned head, set
landscape. Large numbers of solamiths, enslaved by
with burning eyes and full of flat teeth, seems to float
more powerful demons, serve as mobile artillery in
on a pile of sagging skin, making a cradle with rings of
armies or as sentries under the watchful guidance of
flabby flesh. Pressing out against the green-veined and
hezrou commanders. Particularly successful units
pallid skin of its great gut one can see screaming faces.
tattoo their kills on their guts.
A solamith stands 3 meters tall and weighs up to a ton.
Strategies and Tactics: Despite its imposing bulk, a
Ecology: Solamiths prowl the Abyss in search of lesser solamith is a soft target that must rely on protection
demons and petitioners to eat. A solamith first tears its from its allies. It avoids melee and uses its abilities to
victims to pieces, then becomes a dainty e ater, chewing keep adversaries away, moving around the battlefield
slowly and appreciating the spiritual effervescence of with surprising speed. A solamith can pound its foes
each morsel. Once a meal is finished, a new face with slams, but it normally peels away parts of its
appears just under the skin on a solamith’s gut, silently body, then hurls the chunks of flesh, which explode in
pleading for release. bursts of necrotic energy and fire that can harm even
those who are normally immune to fire. Although dim-
Solamiths are stupid but tough. They don’t have strong witted, they have keen spatial awareness and an
egos. They are content to prowl the Abyss, devouring intuitive sense of how to best use their ability. If it can,
other creatures instinctively and paying no heed to the it maneuvers to continue using it as long as possible.
suffering they cause.
When a battle ends, the solamith gorges on the fallen to
Solamiths do not collect treasure and have no need for replenish its cannibalized flesh. Its favorite food is the
the baubles coveted by others. flesh of mortal humanoids.
Habitat/Society: Solamiths are fierce tormenters that A solamith’s injuries knit closed at a remarkable rate.
press weaker creatures into service. They sometimes Magic weapons or good-aligned weapons work best
work with demons of equal or greater strength, if only against a solamith.
57
glowing eyes.
58
Turagashnee
59
and bodyguards for their masters, scavenging for their
own food.
Description: Uridezu are hulking, man-sized creatures Particularly accomplished rat-fiends are treated well
resembling leprous, muscular hunch-backed rodents by powerful tanar’ri lords as long as they continue to
walking on two short legs. be useful. Old or unsuccessful rat-fiends often find
themselves served up as dinner by their masters.
Marginally intelligent, rat-fiends are capable of
carrying out simple commands, and are bright enough When encountered in the Abyss, rat-fiends have no
to change tactics or flee if they are threatened with treasure. Those rat-fiends that set up lairs on the Prime
destruction. Material Plane accumulate treasure, both from victims
and in the form of loot brought by their rat-servitors.
A rat-fiend’s body is maintained on planes other than
the Abyss by its life energies. If killed on another plane, Combat: Rat-fiends slash with their claws and bite with
a rat-fiend’s body will completely disintegrate within their sharp incisors. Victims struck by a rat-fiend’s bite
five minutes of its death. can be paralyzed and be carried off by the rat-fiend,
who will then take them back to its home plane.
Ecology: Rat-fiends are unnatural creatures, and act as
predators or scavengers when on the Prime Material Rat-fiends are highly vulnerable while returning to
Plane, sometimes setting up lairs in urban areas and their home plane, for they must remain stationary and
preying on local animals and unfortunate inhabitants. not be disturbed to recover. For this reason they
In such cases, they usually dwell in ruins, cellars, usually arrive on or leave the Prime Material Plane at
slums, or other regions with large numbers of rats, an isolated area.
using their rodent-control abilities to command local
creatures to do their bidding. Such rats act as scouts
60
Vathugu
61
Coveting pretty things, vrocks turn
against each other for the chance to lay
claim to cheap jewelry or ornamental
stones. Despite their love of treasure,
vrocks are difficult to bribe, seeing no
reason to bargain when they can simply
take what they want from a would-be
bargainer's corpse.
Description: A vrock resembles a giant hybrid of When five or more vrocks fight together in battle, they
humanoid and vulture, with strong, sinewy limbs may join hands in a circle, then dance wildly,
covered with fine gray feathers; long necks and vulture screeching and chanting in ancient languages. Then a
heads; and wicked claws and beak. Its gnarled, bestial weave of energy crackles and scintillates in the air like
body and broad wings stink of offal. lightning. Anyone around the dance of ruin is then
damaged. The dance can be disrupted and must be
Ecology: Vrocks are powerful fighting machines from started again if a vrock takes too much damage.
birth, loyal to their own. They travel in groups of up to
eight (more when entering battle).
62
Wastrilith
Often lairing in its palace, a wastrilith is territorial long as the minions continue the attack and the fiend
and does not allow other powerful creatures to itself is not threatened, it lets them fight by themselves.
establish themselves nearby. Once it has established its
A wastrilith can breathe out a blast of boiling water in
territory, it does not stray far from it, protecting what
a huge cone and can attack with its two claws and bite.
is his, and not medding in matters outside it.
Water- and cold-based attacks cause no damage to the
Despite their pretensions of rulership, wastriliths are wastrilith. In addition, water elementals sent against
often pressed into the service of demon lords of the the fiend do not attack it. Indeed, a water lord has a
Abyssal seas. Dagon, the demon lord of sea monsters, good chance of wresting control of water elementals
counts thousands of wastriliths as vassals in his realm,
from the summoner, as long as the water elementals
and many of them he lends to Demogorgon. Wastriliths
have approached close enough of it.
also guard the shoals of Nocticula’s Midnight Isles, and
63
Obyriths
If the tanar'ri embody the evil
of the Abyss, the Obyriths
embody chaos. The strange and
horrific obyriths are primeval
demons from eons past. It is
certain that the Obyriths
existed before the first mortal
was born, before the advent of
intelligent life on the Material
Plane, even before the gods.
64
Draudnu
Environment: Draudnus, also called Children of Pale A draudnu charges to within reach of its foes, then
Night, are native to the Infinite Layers of the Abyss. begins madly hacking away with its hooks. When
They are common on the 600th layer, enslaved to the facing multiple enemies, the draudnu tries to
Mother of Demons. immobilize two. It then focuses its fire on immobilized
targets, felling them as quickly as possible before
Draudnus, like other obyriths, are scarce, having been moving on to new foes.
hunted nearly to extinction by the tanar’ri. Antisocial
by nature, they are rarely encountered in groups that Draudnus have acid-filled sacs all over their skin,
contain more than four members. which burst when the demon is struck.
65
closest an ekolid comes to displaying
recognizable emotion is the horrid
gleeful chattering it makes while
watching its young hatch from a
screaming, living host.
66
under the rule of Obox-ob, the ekolids build vast hive It rushes up to its prey and attempts to implant as
cities out of the bodies of those that have served as many eggs as it can into every available target. Once
their incubators. They coat these bodies with resinous an ekolid has implanted at least one egg in each
ooze harvested from the shuddering oceans of Zionyn, creature in the group it is fighting, it retreats to a
resulting in morbid cathedrals and towers of the secure place to watch its young hatch. If any
preserved dead. An ekolid city is a nightmarish implanted creature survives the birthing process, the
mockery of a decadent human city, with marketplaces ekolid returns to implant more eggs.
dedicated to supplying exotic creatures to serve as
incubators, vast temples dedicated to Obox-ob, and A creature that observes an ekolid begins hallucinating
immense open-air forums where the demons can that tiny biting insects are infesting its hair, skin, and
observe “performance hatchings” by powerful ekolid clothes. Each time an ekolid places a sting attack, it
nobles. implants an egg just under the creature’s skin. An
implanted egg hatches rapidly, at which point a
Rarely, a group of Zionyn ekolids finds its way to the ravenous ekolid grub gnaws its way out of the victim.
Material Plane, where it builds smaller scale versions Newly hatched ekolids are otherwise harmless, but
of its Abyssal home. In these cases, the ekolids usually grow to maturity quickly over the course of only a few
just cover the walls of existing stone structures with hours. A hatched grub falls to the ground after
preserved dead, rather than using them as the primary crawling free of its host.
construction materials.
Ekolids are immune to mind-affecting attacks and
Strategy and tactics: Although an ekolid is intelligent, poison, and they are highly resistant to damage,
its tactics in battle are simple. Since an ekolid is particularly damage from weapons not made of cold
supernaturally fast, its primary advantage is its speed. iron or infused with lawful energies.
67
Society: Although the
obyrith demons are
nowhere near as numerous
as they were in the Age
before Ages, enough survive
to this day to give a horrific
hint to the variety of shapes
these demons held.
Golothomas are most
common in the lightless
tunnels of the Writhing
Realm of Ugudenk, the
177th layer of the Abyss.
Their association with
Sertrous is partially
accidental, owing to a
coincidental likeness of
form. As the Vanguard
nears its goal and the
abandoned Abyssal layer of
Hungry Tarns grows full
with petitioners, golothoma
demons become increasingly
common in that realm’s
poisoned bogs and
bottomless lakes.
Ecology: Although
golothomas understand a
few words in Abyssal, they
are only barely intelligent
Golothoma enough to belch them out in a mockery of conversation.
They are hardly more than horrific predators driven
Mouthless, cyclopean and serpentine, these obyriths only by a ceaseless hunger to feed, not from any
live by consuming creatures caught in their biological requirement but from the deeper need to
supernatural shadow. They are also capable of consume the bodies of other creatures.
reaching between dimensions and attacking far away
foes with the spider-like claws that circle their single Combat: A golothoma’s tail runs with thick, sticky coils
length. Its tail rises up into the air like a scorpion’s, distant targets with its claws.
68
Laghathti
Description: Laghathti loosely resemble demonic octopi Environment: Laghathti are most common in the dark
A laghathti's tentacles span a length of 7 meters from tributaries of the River Styx, although they can be
tip to tip, with the central knot of its body comprising encountered anywhere along this endless river's route.
a roughly spherical mass about 2m40 in diameter. A They can travel overland, although they seldom stray
laghathti weighs 340 kilograms. far from the River Styx.
Ecology: Laghathti feed on memories and can drain Laghathti often travel in schools of two or more,
them away with horrific speed. A laghathti can also floating lazily along the currents of the River Styx or
implant stolen memories (or even completely prowling its shores in constant search of prey. Far of
fabricated memories) into a mind as easily as it can the River Styx, these demons are almost always
wipe them away encountered alone. Laghathti found alone outside their
normal home are stranded and constantly seek a route
Laghathti demons are immune to the effects of the back to the River Styx.
River Styx and they enjoy feasting on the memories of
living creatures. When a laghathti gains a particularly Combat: A laghathti prefers to lie in wait, hiding just
tragic or depressing memory, it spends hours or even underwater and waiting until prey comes within its
days reveling in the despair of the memory. It even reach. At this point, it charges through the water.
shares it with others, especially if the target seems to be
A laghathti can see in all directions at once and cannot
particularly susceptible to depression and sadness.
be flanked. If surrounded, it abandons its single target
In the larger scheme of things, laghathti are fairly tactic and flails out at anything in reach. Laghathti
unintelligent creatures. They know and understand the are aware of the effects the River Styx has upon those
concept of rational thought but are incapable of who fall into its waters and do not hesitate to retreat
manifesting it themselves. Instead, they live into these dangerous depths with grappled foes.
vicariously through the stolen and undigested
A laghathti not only heals damage quickly but also is
memories of those they assault. Laghathti release bodies
highly resistant to weapons and to most forms of
to float away once they have taken everything they
energy.
can from its mind.
69
Sibriexes are up to 5 meters tall and weigh 700
kilograms.
70
tanar’ri races. Whether the sibriexes had a larger goal
in mind when they augmented the race that would
ultimately replace their kin as the rulers of the Abyss
remains to be seen.
71
Certain ancient ruins in near-
forgotten rifts in Shadowsea tell of
something more, of how the
uzrollus were perhaps the
dominant form of life in the
Abyssal realm. These cities were
built to conform to the uzollru’S
alien form, and the dizzying
spires and bulbous buildings of
these cities fill the viewer with a
sense of horror and nausea. It
seems certain that the uzollru
were once far more intelligent,
and one can only hope that the
minds of these immense monsters
remain in decline.
72
Verakia Combat: Verakias particularly enjoy battling foes in
tangled jungle undergrowth, since the jungle itself
seems to recoil in fear at their advance, allowing the
This monstruous creature has a draconic lower, with a
mighty demons to move through tangled terrain with
long spiked tail and reptilian feet, the front two of
ease and maintain mobitlity in regions that bog down
which include large gutting talons. Its upper torso is
most other creatures.
more humanoid, with large and powerful arms that
end in two-fingered hands. The inner finger of each
They generally reserve their breath weapon for attacks
hand is larger than the other, and ends in a large,
on foes they an’t easily reach or when faced with
scythelike claw with a serrated inner curve. Its head
multiple foes – a verakia much prefers the thrill of
has four eyes and an immense mouth with a long
making a full attack against a single target. Those who
snakelike forked tongue. Two horns angle down like
die from this overwhelming assault are in many ways,
that of a bull. A third horn runds back form the rear of
the lucky ones. Many of those who survive an
its head. Red smoke pours from the corners of its maw,
encounter with a verakia are changed forever,
and the inside of its throat glows with fire.
transformed into murderous lunatics who unwittingly
carry on the mighty obyrith’s need for ruin wherever
The ravenous and destructive verakia is to the Abyss
they go.
what the mightiest the tyrannosaurs are to the
Material Plane: savage perfection. They were the
Creatures seeing a varakia might become obsessed with
original lords of the Screaming Jungle, existing since
the raw fury and murderous potential represented by
long before the first wave of tanar’ri came to be, ruling
the demon’s teeth and claws. The obsessed victim
a hidden realm unsuspected even by the majority of
attacks the nearest living creature with any slashing
the obyrith lords of the time. When Demogorgon
weapon it finds until the target is dead. The rampage
claimed Gaping Maw as his realm, it was in no small
will continue until the creature dies (of thirst or
part due to the presence of these mighty demons – he
hunger), is slain or cured with a powerful spell.
saw in them echoes of his own primeval nature and
primordial menace. The unbridled fury of its whirling claws and tail often
overwhelm its enemies with their destructive power
For their part, it remains unlikely the verakia have
and leaves them stunned.
even noticed the change from obyrith to tanar’ri rule
of the Abyss. Smart enough to enjoy the pain and fear The enormous verakia has a breath made of blood red
of their prey, yet dumb enough to think of themselves flames. Those touched by the flames are horrifically
as the mightiest demons in the jungle, the verakia are scarred physically and mentally, as the fire burns
content to rule the depths of the Screaming Jungle as away emotions as well as flesh.
they always have, coming to the briny shores only
when pursuing prey or out of idle curiosity.
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Loumaras
The loumaras are ancient by mortal standards but are Abyss lashed back, slaying them all so that only their
a relatively young demonic race and a fairly recent thoughts remained. Now the lingering dreams and
addition to the Abyss. As a result, few loumaras have nightmares of the forgotten pantheon is slowly being
yet become powerful enough to be recognized as demon consumed and digested by the Abyss.
lords; Sifkhu, who has been captured by
the succubus queen Malcanthet, is perhaps the only What the Abyss “excretes” from these dreams are the
one. loumaras, demons that are more like ghosts
or undead than demons.
The loumara are born from an abyssal layer known as
the Dreaming Gulf, the phantasmagoric 230th layer of All loumaras are usually invisible, bodiless immaterial
the Abyss. They result from the last remaining vestiges creatures, evil unfettered by the limitations of physical
of a pantheon of dead gods, cast-off waste products of bodies. Most of them possess living creatures or objects
the dead memories and dreams of several forgotten to more efficiently work their evils and carry out their
deities. The dead pantheon was killed eons ago by the own twisted goals. Their indistinct natures and lack of
Abyss itself, when Demogorgon baited them into physical forms have resulted in relative obscurity on
destroying the layer of one of his rivals; as the angry the Material Plane, yet their taint in the mortal realm
gods ripped an entire layer free from the Abyss, the is far greater than most would imagine, and their
presence is well-known on the Abyss.
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Dybbuk
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parasite. Once it has claimed a host, a guecubu
generally assumes the role of rider, allowing its host to
continue to exist as it will. A guecubu’s presence can go
undetected for months, even by its host. At some point,
a guecubu begins asserting itself, driving the host to
commit murders and other heinous crimes until it can
no longer do so.
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Caligrostro
Manitou
When it attacks, these teeth solidify just long enough to rend and tear flesh. A
manitou takes particular delight in corrupting sylvan regions and has
singular hunger for dryad souls.
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Created
Some powerful beings build demons from other demons, Kinds of created demons do not share traits—each is a
or from the raw matter of the Abyss itself. These unique breed in and of itself. Quasits fall in this
demons can be constructs (like retrievers), undead (like category, as fiendish wizards created the first quasits
blood fiends), or even truly living outsiders (like to serve as familiars and spies. That quasits do
broodswarms), but they aren't spontaneous creations of spontaneously form from the Abyss might just indicate
the Abyss. They are engineered most often at the whim that once the Abyss "accepts" a created demon it might
of a demon lord, but in some cases by powerful mortal adopt them to its unknowing plan. In time, retrievers,
spellcasters or outsiders like night hags. blood fiends, and other created demons might begin to
spontaneously arise as well.
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Abat-Dolor
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Alu-Fiend
Alu-fiends have a tough skin and can restore their own All alu-fiends can change their shape to a humanoid
life at the expense of their opponents by hitting them. form of approximately their own height and weight,
and are affected only by specially wrought weapons.
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Baphomet on a whim when he
was seized with a fleeting urge
to design a demonic mount to
ride into battle, the Prince of
Beasts abandoned this plan
when the result turned out to
be too ill-tempered to trust in
combat. Today, the ankashars
are limited to the region
immediately surrounding the
Tower of Science, but they
breed true and their presence is
expanding. When his sense of
humor strikes him, Baphomet
sometimes sends an ankashar
to a cult on the Material Plane
that beseeches him for aid,
figuring that if the cult can’t
survive and benefit from such
a wildly dangerous and
unpredictable gift, they’re
better off not existing in the
first place.
The first ankashar were almost an accident. Created by Their gaze can make someone mad.
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Artaaglith
Blood fiend
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Lore: The discipline, loyalty
and single mindedness of the
bonegouge assassin are
atypical of demonkind. Some
sages believe these creatures
were interlopers that first
became demons through
Orcus’s manipulation of
abyssal energy rather than as
pure creations on his part.
Encounters: A bonegouge
assassin works with others
only when ordered to do so.
This stealthy creature often
gathers demon worshiping
assassins to its side to use as
decoys on dangerous missions.
A bonegouge assassin is
sometimes sent or summoned
into the world, where it
establishes an assassin school
or leads bands of outlaws to
harass or destroy local lords.
In Combat: A bonegouge
assassin employs mercurial
tactics, poised to capitalize on
an opponent's weaknesses. It
Bonegouge Assassin lures a foe into its gloomy shroud, a black cloud of
smoke and dust, then sinks its assassin's dart into the
Pitiless and cruel, a bonegouge assassin is wholly enemy's throat before the foe ever guesses that a demon
focused on its assignment. It lusts after nothing and lurks within the gloom. After it strikes, the assassin
follows the orders ofits master without question. teleports to an advantageous position, leaving the
gloom and its victim behind.
When it takes control of an abyssal layer, a demon lord
can mold the demons there. Bonegouge assassins are
believed to be the creation of Orcus
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Broodswarm
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Cambion Cambions do not summon their own kind.
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pose as scholars, or sages. They are excellent guides to more ambitious than most demon-kind. As if they have
the planes and know much about demon summoning. something to prove, either to their demonic parent or
Mortals who approach them for advice are directed to to themselves. They strive to excel in some fashion,
the Abyss on one pretext or another, and the demons accumulating wealth, acquiring information, or
native to the layer in question are warned of their gathering followers. They act as catalysts for events
approach, so that they can slay the intruders and turn and major happenings.
them into larvae and manes. Most cambions excel at
this form of deception, and in fact, only succubi are Combat: A cambion can charm its victim or instill fear
better at luring mortals to the Abyss. with a single touch. It typically carries ornate weapons
and armor, many of them magical.
Because of their natural stealth and detachment,
cambions who dwell in the Abyss serve as assassins in Cambions have keen senses and are never surprised.
the Blood War. Others become bodyguards or They are as stealthy as thieves and use. Some cambions
lieutenants to the demons who fathered them, or serve have wizard abilities.
as advisors to balors or otherhigh-ranking demons.
Cambions love both deception and battle, and their
Their loyalty is almost always to the tanar’ri who
roguish, tricky nature gives them plenty of
fathered them. An intelligent cambion might become a
opportunities for both. A cambion typically assume a
wizard.
non demonic form that allows it to get close to its prey,
Loners by nature, cambions are rarely found in the then lashes out when its victim is flat-footed. It can also
company of other demons, keeping to themselves, levitate onto a rooftop or into trees that offer
surviving on their wits and alternate form abilities. concealment. A cambion prefers poisons with disabling
They prefer to dwell in planar crossroads such as Sigil or paralyzing effects, so that it can finish off its target
or in the larger cities of the Material Plane, where they with a quick coup de grace.
can lose themselves easily in the crowds and the
A cambion typically brings all its combat resources to
natives ask few questions.
bear early in a fight. Thereafter, should it begin to lose
Cambions rarely mate with their own kind, but when the battle, it might offer a truce or even surrender,
they do, the cambion line breeds true. In most cases, since it is happy to take advantage of an opponent’s
however, they prefer to find humanoid partners with most honorable traditions. A cambion losing a fight
whom they can produce tieflings. Cambions tend to be will otherwise try to escape.
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the Material Plane more often
than other demons do.
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Chokesnake
A writhing snake protruding from the neck of creatures; the serpent wraps itself
twice around the neck of its host like a necklace, and its hissing face rears up behind
the host's head.
Creatures of good alignment with an implanted chokesnake are slowly driven insane.
Creatures of a non-evil alignment succumb to temptation to perform an evil act.
Clockwork Horror the intervention of the demon lord Haagenti, who now
controls these creatures’ allegiance in the Abyss.
Clockwork horrors also thrive beyond that realm,
Merciless and numerous, clockwork horrors are a
increasing their numbers in the hidden reaches of
mechanical plague of demonic constructs bent on
unsuspecting worlds.
exterminating organic life.
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Crocatta their will. In addition, crocottas can also twist their
features in grotesque forms to shock and frighten their
foes.
Crocottas are unique to Yeenoghu’s realm, and they fill
a niche similar to that of the hyena in the natural
They hunt escaped slaves and explorers alike, killing
world. These beasts are scavengers that have a brutish
whatever they encounter.
cunning and an insatiable lust for killing.
Crocottas use pack tactics when hunting their prey.
Description: A crocatta (or crocotta or corocotta)
They then use haunting laughter to put their opponent
blends the features of a wild boar and a hyena. Black-
into harm’s way, slashing with their vicious tusks, only
spotted brown fur covers its head, large brown, pitted
to dart away if their foe returns with an attack of its
tusks emerge from its canine jaw. The rest of its body is
own. The sounds of their queer laughter causes the
hairless and covered with hideous, crusty sores. It has a
target to move unbidden, so each crocotta has a chance
long ratlike tail.
to tear into the enemy before closing in for the kill.
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Devourer
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Goristro mouth, a goristro eats it, even devouring lesser tanar’ri
among its own kind when its dim mind believe no one
is watching. A goristro eats for the sheer malicious joy
Behemoths of the battlefield, goristroi (otherwise
of consuming living prey. Tanar’ri commanders
known as siege demons or boorixtroi) are among the
usually sacrifice lesser troops for the sake of keeping
largest tanar'ri, living siege engines kept by demon
their citadels going.
lords as favored pets. Enormous, unbelievably strong,
and relatively easy to control, a goristro can reduce
Goristroi flesh is itself poisonous if ingested, so not even
even the thickest walls to rubble in minutes
powerful planar creatures or pack hunters like
armanites attack them.
Description: Misshapen, giant demon that resembles a
fiendish minotaur, a goristro is a tremendously
Many Abyssal powers treat their goristros as prized
muscular figure, a lumbering towering frame more
pets, and broker deals with owners of other goristros
than 9 meters tall, combining the features of a
for breeding purposes, since goristroi do not breed
humanoid, a great bear, and a bison. Its visage is a
naturally: they are carefully mated by their owners
nightmarish cross between bison and human with
after extensive negotiations, eventually resulting in a
lipless mouths and forward sweeping horns. Its overly
single young. The goristroi are watched throughout the
long arms are thick as tree trunks, and its hands and
entire process. Generally, the terms are that the owner
feet disproportionately large, splayed, and humanlike.
of the male goristroi gains the female young, and the
Goristroi individual colors vary from dark brown
owner of the mother is entitled to the male young
through sickly greenish yellow to a peculiar purplish
produced. The young grow to maturity within five
gray.
voracious, screaming years. This allows the lucky
owner to breed further young on his own, albeit inbred
As it approaches, its feet sending tremors through the
ones. However, abductions, infanticide (if the young is
ground with each step, a goristro usually drops to all
the wrong gender), and even outright purchases of the
fours, lumbering over the ground on its knuckles like a
live young are fairly common. Under no circumstances
building-sized gorilla.
are the parents allowed to have any influence on the
A goristro weights around 6,3 tons but the largest (and young goristro.
eldest known) siege demon ever spotted is a colossal
Habitat/Society: These huge tanar’ri can be found on
mythic goristro named Bjornganal, a 60m tall
nearly any plane of the Abyss but are particularly
monstrosity that serves Baphomet personally and
common in Baphomet’s Endless Maze (layer 600) or in
carries a veritable fortress on his back.
the Iron Wastes (layer 23), where they often inhabit the
Ecology: Goristroi were created by Baphomet. They same caverns as the fiendish giants that rule that
possess preternatural cunning when navigating realm.
labyrinthine passages and shifting corridors.
The hulking goristroi are too stupid and bestial to do
In the wild Abyss, goristroi are feral predators that more than carry out their orders, and thus their status
make no distinction between various types of prey and never reaches that or the true tanar’ri. Left to their
playthings. If something moves and will fit in its own devices, they have little ambition to be anything
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more than effective predators and are too stupid to commands to the wearer as well as serve as tracking
keep treasure. devices should the masters wish to know the
whereabouts of their servants, for without direct
Goristros are often encountered as lumbering guardian command or supervision, goristroi tend to wander off
pets in a more powerful demon’s lair. on destructive rampages of their own direction and
desire.
In the Blood War the goristroi are highly valued and
much desired by demonic commanders to serve as siege Strategy and tactics: When a demonic army marches
engines and rallying points for lesser tanar’ri. Many on a fortified enclosure, a goristro or two acting as a
abyssal legions seek them out and press them into catapult can make the difference between easy victory
service - a terribly dangerous undertaking. A hulking and a long, drawn-out siege. These gargantuan demons
goristro can be trained to serve as traveling citadel, shake the ground when they walk, and are capable of
bearing a palanquin strapped to its head and shoulders levitating or clambering along sheer walls to reach
to carry smaller demons, acting as a living siege tower. their targets.
Depending on the size of the goristro, a “goristro
citadel” can carry four to eight creature riders and it A goristro is incapable of subtlety and has only a
hardly seems aware of it. rudimentary grasp of combat tactics. It charges into
battle and pounds enemies, either with the massive fists
Goristroi are important among their kin because of that ending its long and very powerful arms, or by
their ability to absorb damage and to mete it out. They stamping against opponents within reach, resorting to
are stupid and otherwise limited in power, but control hurled boulders only when it can’t easily reach
of a goristro is a status symbol in the Abyss, and creatures pestering it with ranged attacks.
powerful demons lucky enough to control one often
treat it as a favored pet and treasure guardian. Hence, There is never a question of retreat or morale when
the vast majority of goristroi encountered are in the dealing with these brutes, though the threat of long
service of some Abyssal ruler, blindly carrying out the falls can induce paralysis on the field of action. In all
duties assigned to them with complete fanaticism. other respects, they always continue to follow their
given commands until completion or death occurs.
Goristroi ruled by an Abyssal lord or power always
wear that demon lord’s rune or symbol of servitude, A goristro heals its wounds remarkably fast.
such as a collar, an arm or a wrist band, or an
implanted symbol either branded or tattooed on their Goristroi are capable of clambering along walls like a
flesh or carved into the base of their horns. Such spider or floating up into the air using levitation.
devices typically have the power to convey telepathic Against foes they still can’t reach, they hurl massive
boulders.
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Ixitxachitls
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Kalaka
Baphomet creates Kalakas from mortal humanoid into the teeth of its allies. Once the kalaka takes a hit, it
thralls he subverted and abducted from the world, uses unexpected reinforcements to punish its foes
remade to serve the Prince of Beasts in the Endless before pressing its attack with its glaive.
Maze to ensure their obedience and loyalties in their
new roles as protectors of his realm. Each creature is Encounter: Kalakas are foot soldiers used to fight
unique in appearance, and each suits Baphomet’s mood Yeenoghu’s and other Baphomet’s enemies. Often, these
and caprice at the time of its making. demons form up into small squads to hunt down
escapees, repair tunnels, or maintain traps.
Tactics: The kalaka uses its glaive to drive its enemies
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ability to pose as powerful clerics goes a long way
toward allowing them to gain an impressionable town’s
gratitude.
Description: A lilitu’s true form is a disturbing cross Lilitus treat succubi with similar disdain, since any
between a beautiful humanoid woman and a cruel succubus can become a lilitu, given time. Most lilitus
demonic creature. A lilitu could easily be mistaken for ascribe to the “kill them before they become trouble”
a beautiful woman at a glance: a lithe and graceful approach to dealing with succubi. Some lilitus have
figure destined to inflame desire in those around her. A even been known to hire mercenaries to hunt down
closer look, however, reveals sharp talons, vacant and destroy succubi - they take delight in the delicious
white eyes, and cloven feet, distorting and perverting irony of a group of do-gooders unknowingly working
that beauty into something disturbing. Burnt and for an evil greater than that which they are sent to
broken fragments of wings protrude from her back, lost end.
in the transformation from succubi to lilitu, and her
four writhing, three meters long, sting-tipped tails give They regularly cavort with other kinds of demons,
testament to her ruinous nature. especially the more ambitious ones.
A lilitu stands 1m80 tall and weighs 57 kilograms. Lilitus who have proven their worth on the Material
Plane often serve demon lords as favored diplomats,
Ecology: A lilitu is born from the ashes of a slain messengers, spies, and assassins. They get along well
succubus. The ritual of transformation and ascension enough with most other kinds of demons and are
to lilitu form is different for each succubus but always particularly fond of glabrezus.
involves a ritual that culminates in the sacrifice of an
entire congregation of faithful worshipers who believe All lilitu clerics worship one of the demon lords (most
they are worshiping a benign deity. The succubus must of them worship Graz’zt or Malcanthet). A lilitu
be able to cast divine spells and must lead the ritual usually carries magical gear and equipment.
(which is usually disguised to resemble a harvest ritual)
to its climax—the burning of the church and its faithful Strategy and tactics: Like her lesser succubus kin, a
in a fire set from a portal opened to one of the deepest lilitu prefers to avoid direct physical confrontations,
furnaces of the Abyss. The succubus’s body is consumed relying on dominated minions or other allies who don’t
in a blast of supernaturally hot fire, but she is reborn realize her true nature to rise to her defense. She
from the ashes as a lilitu. remains at range, using her abilities to support her
allies.
Lilitus subsist on the profane joys of corrupting
priesthoods and twisting the worship of the faithful to Unlike a succubus though, a lilitu is a fairly competent
that of a particular demon lord. Their natures shield melee combatant. If forced into melee, a lilitu reverts
them from most forms of magical detection, and their to her true form and uses her stingers and claws.
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Lilitus are particularly fond of suggesting armored Most lilitu take pains to place this mark some where
characters to quickly remove their armor so she can that’s easily hidden. The recipient of a lilitu’s gift
get a better look at them, or suggesting to divine cannot see his own tattoo. As long as the gift remains
spellcasters that their holy symbols and other religious active, the lilitu can monitor the character’s condition
paraphernalia has been corrupted by her presence and and location as if she had placed a status spell on that
should be hurled away immediately. character. She can also communicate telepathically
with the character at all times, despite any
Lilitus are masters of trickery and can pose as clerics intervening distance (even across planes), and by
with such skill that even magic cannot reveal their concentrating can observe the world around the
deception. character as if she were there in his place. Lilitus often
use this ability to influence and trick a character into
A lilitu can embrace a willing or helpless living
performing chaotic or evil acts.
creature with a “gift”. This boon augments beauty,
eloquence, and personal magnetism while also A lilitu’s heretical nature renders her particularly
increasing health, reflexes, and willpower. Until the susceptible to divine magic.
gift expires or is removed, the affected creature
radiates chaos, and the lilitu’s name written in Abyssal Lilitus have poisonous stingers that cloud the senses
appears as a tattoo somewhere on the character’s body. and leech away life energy.
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The Misbegotten
Born from Baphomet’s diseased imagination and terrible than the last. But one of his most appalling
consigned to the depths below his palace, the entertainments is the creation of new demonic forms
Misbegotten swells with evil, awaiting its chance to from fiends who disappoint him. The Misbegotten is
take revenge on its maker. both his greatest failure and his greatest achievement.
So disgusting, so foul was this creation, Baphomet
Description: The Misbegotten is a bloated black worm consigned it to the deep tunnels beneath his palace to
covered in quivering pustules that give it its destroy other twisted abominations he creates. The
distinctive smell. Four thick tentacles, each Misbegotten hungers for its maker, and it crawls the
terminating in a long, smooth horn, frame a tiny head, tunnels looking for a way to kill the demon prince.
which is malformed and dripping with putrid ooze
from a slobbering maw. The thing makes no sound as it Tactics: The Misbegotten flows into battle to crush its
pulls itself across the floor—only issuing a small moan opponents and glue them to the floor with the sticky
when it kills. strands of its slime. Its tentacles snake out to snatch
enemies and when it grabs them, it smashes them into
Lore: Baphomet has many diversions, each more the floor until they stop wiggling.
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Orlath
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and a vicious fang-filled mouth that drips with poison.
Its hands and feet are long and slender, with long,
claw-tipped digits. Warts and pustules cover its
greenish skin. In its natural form, a quasit stands
about 60cm tall and weighs 3,5 kilograms.
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Retriever
Sarumzhi
101
Scion of Zuggtmoy Ecology: Most scions of Zuggtmoy are created in one of
the demon queen's Gardens of Rot. However, they can
also propagate on their own by infecting the corpses of
Demons captured by Zuggtmoy’s followers are buried
mortals and demons they destroy using their spores.
alive in the horrid Gardens of Rot, transforming and
The type of scion created with spores reflects the
then rising as scions of Zuggtmoy, each a creature of
nature of the host creature in life.
reeking flesh and fungi.
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Spawn of Juiblex
The Faceless Lord spawns uncountable children, which its foes in both body and mind, the ooze horror
congeal into formless shapes of burbling ichor. The envelops and consumes all creatures that stand before
spawn of Juiblex live for purposes unknown even to it.
themselves, fighting and dying to be reabsorbed and
live again in the name of their demon lord. Plague Hurler
The demon lords fear JuibIex’s ultimate goal - an
Lore: It is thought that Juiblex did not always have eternal rain of putrescence across every plane.
spawn, and that the proliferation of these oozes is a Juiblex’s creations are the promise of that dream, and
sign of his growing power. Juiblex shapes the essence of none are more deadly than the plague hurler.
the multitude of creatures that he has consumed over
long centuries to create new life. The spawn of Juiblex Combat: A plague hurler unleashes its pestilence
are living extensions of the Faceless Lord. They are against as many targets as it can, and some sort of rot
reabsorbed into Juiblex when they finally fall, to be it exhales to fell the strongest foes. In the world, a
used in the creation of new spawn. plague hurler uses a mortal form to infiltrate cities and
smaller settlements. Most often taking the form of a
Encounters: Oozes of every kind lurk and feed within diseased beggar or vagabond, the plague hurler
the pits of filth where the spawn of Juiblex are found. secretly carries out its dark lord‘s bidding.
Aboleths and otyughs are likewise drawn to these
servants of the Faceless Lord both in the Abyss and in Sludge Dredge
the world. In the mortal realm, spawn are commonly Bubbles of stinking sludge lurch to life. This amorphous
found in the service of the cults that worship Juiblex. creature’s hundreds of translucent eyes stare from its
filmy exterior as it chooses its next victim.
Ooze Horror
Agiant blob of sentient filth, the ooze horror is a living Combat: Their lack of intelligence makes sludge dredges
embodiment of primeval chaos. Deep within its exceptional and expendable soldiers. They throw
thousand eyes flickers a sinister cunning. themselves into battle knowing that their deaths are
only temporarily, and that they are one with the
Combat: An ooze horror’s myriad eyes inspire its Demon Lord of Slime’s unspeakable will. .
fearful infestation as it closes in for the kill. Attacking
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Tanarukk
The tanarukk makes two attacks: one with its bite and
one with its greatsword.
Yaenit
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105
Some yochlol may be far more powerful and important
than typical, since Lolth rewards those who serve her
well.
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up to half a dozen yochlols are
encountered in areas of great
import to Lolth, such as within her
temples or at the heart of the
greatest drow cities dedicated to
the Spider Queen.
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Other Miscellaneous Inhabitants of the Abyss
Apart from Tanar’ri, Obyriths and Loumaras, other demon races. This category parallels the created, save
fiends and creatures roam the infinite layers of the that the servitors were built by entities already well-
Abyss. versed in the art of creating life. The gods created
servitors as proxies and agents, using the raw rustler
Beasts: The Abyss periodically disgorges what, in a of the Abyss as their building blocks. When a god moves
saner realm, would be counted as beasts of the land. on or dies, its servitors generally live on as
These demons are generally (but not always) relatively increasingly free-willed entitles. Demons like the
unintelligent and serve as wildlife on the Abyss. The zovvut and the deathdrinker are good examples of
skulvyn, abyssal maw, abyssal skulker, and abyssal servitor demons who have outlived their creators.
ravager are excellent examples of demonic beasts.
Here is a list of some of these other fiends.
Servitors: The servitors are the least populous of the
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Abyssal Drake fiendish heritage. They have powerful bat-like wings, a
serpentine neck, and razor sharp claws.
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Abyssal Eviscerator
Abyssal eviscerator tears into enemies, ripping out their guts in a frenzy of slaughter. The dimwitted eviscerators are hard to
control because of their low intelligence, but they often end up under control of powerful, malign individuals who use them as
guardians and muscle.
They attack with razorcharp claws and talons and have surhuman strength.
Abyssal Maw
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Abyssal Ravager (Shoosuva)
Abyssal Rotfiend
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Abyssal Scavenger (Abyssal Skulker)
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Abyssal Wurm
Serpentine demons with two heads that revel in malice allow others to dwell in their presence. They typically
and ruin, abyssal wurms guard the gates that lead out of work only with their kin. Abyssal wurms are paired at
the darkest depths of the Abyss. The regions where the demongates to prevent passage out of the Abyss, not to
wurms nest are so malevolent and savage that even the stop creatures that want to enter. Abyssal wurms take
Demon Lords avoid them. their duties as portal guardians seriously, rarely
venturing far from their posts. Only the command of a
Lore: Abyssal wurms are the offspring of the goddess demon lord might dissuade one from its task.
Tiamat and the two-headed demon lord Kothok, the
master of gates and portals. When these two-headed Combat: An ancient abyssal wurm toys with its prey
wurms were first spawned, Kothok gathered them to his before unleashing its breath attack. The wurm's sheer,
breast, protected them from Tiamat‘s voracious hunger, scaly size and immense teeth are enough to overwhelm
and set them to guard secret gates he bored into the very opponents with fear. Each time the wurm unleashes its
fabric of the Abyss. breath weapon, it disappears, reforming in a more
advantageous position. If seriously wounded, the wurm
Encounters: Given their arrogance and their penchant for might retreat through the gate it guards. Abyssal wurms
toying with lesser creatures, ancient abyssal wurms rarely can also push some of their foes to suicide.
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Bebilith
Bebiliths closest resemble some sort of demented, demonic inhabitants of all the planes. The bebilith seems to have
version of a spider the size of a plow horse. evolved specifically to hunt and destroy demons: they
delight in causing suffering and pain in others, but
Description: Bebiliths stand atop six spindly legs, while the especially so in demons. Their claws are more than able to
front pair of legs, rather than supporting their weight, are cut through their prey's tough flesh.
two enormous scything razor-sharp claws, each nearly the
height of a man. These claws are used to penetrate and rip Society: Bebilith often serve Lolth, and are often found
armor plating from the bebiliths’ foes. Bebiliths have a among drow and other denizens of the Demonweb Pits,
carapace covered torso with a head featuring red multi- but their limited intellect makes them poor participants in
faceted eyes, below which sits the grasping maw of a drow schemes. Drow summon these demons as engines of
spider. destruction or entrap them for use as guardians.
Ecology: Bebiliths dwell in the depths of the Abyss. They Combat: Bebiliths are incredibly aggressive and will
seem to be some form of supernatural predators of the attack anything they see.
realm, feasting on the demons who have so brazenly
claimed the Abyss as their own. While bebiliths do not A bebilith moves constantly during combat, slowing foes
require any sort of sustenance they seem to enjoy the taste with burning strands of a flaming web. The bebilith's maw
of demon flesh. This may be a blessing for the rest of the is infested with a vile fluid that it inflicts on its victims
multiverse as bebiliths posses the ability to shift between with every bite. This terrible rot is a type of necrotic
the planes at will and were it not for their preference for liquid, that causes accelerated rotting of the flesh.
demon flesh they could be a much greater threat to the
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Blight born demons
From the moment that the festering cyst of the Abyss was unholy emanations. Like the demon lords, these creatures
formed, horrors unimaginable came into existence. were either transformed into their vile forms at the
Demons slouched from that tainted womb, and its creation of the Abyss or are descendants of others who
corruption twisted primordials into demon princes. But were.
other inhabitants of the Elemental Chaos were also
poisoned by utter evil. Djinns and efreets, archons and They are the blight-born demons of the purest elements
elementals, even slaads were caught in the horrific and made anything but pure.
Dust Demon
Tactics: A dust demon whirls through and around its prey, attempting to catch one or two foes in its whirlwind sweep. It
releases some of its constituent dust wisps to overwhelm a single target that is near death, vulnerable to damage, or close to a
cliff edge or other hazard. A dust demon can also release a blast of wind that forces the attacker away.
Ash-Wrought Soulburner
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Consumptive Swarm to infest creation. More than one slaad-worshiping cult
has been destroyed by misguided attempts to breed
Prolonged exposure to the Abyss normally transforms consumptive parasites.
slaads into void slaads, but those that were bathed in
energy at the birth of the Abyss were more dramatically Tactics: A consumptive swarm has a ranged acidic attack.
altered. From those first warped slaads burst swarms of It then moves into melee, continually shifting to stay near
ravenous parasites combining the worst aspects of slaad weaker targets and keep them in its acidic aura while
Although they are incapable of speech, they understand Consumptive parasites prefer to gang up on one foe and
the Abyssal tongue. take advantage their number. When fighting alongside a
parent swarm, they move to keep dangerous foes away
Intelligent slaads approve of the demonic transformation, from it.
reveling in the opportunity for even their indirect spawn
Writhing Crag so promises the opportunity for violence, but such alliances
are temporary at best.
Hideous amalgamations of jagged stone, writhing crags
love the feel of flesh and bone being crushed beneath their Tactics: Unexpectedly stealthy, a writhing crag often
flailing limbs. They have traits of both ropers and xorns attempts to surprise its targets. It takes a few rounds to
and might be descended from either - or perhaps from assess the foes, then uses its stone-melding capacities. It
some foul combination of both, fused by the same rarely flees from battle: most writhing crags fight to the
corruptive taint that transformed them into demons. death, believing that they cannot be defeated.
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Blood Demon
Bloodseep Demon
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Bodak Habitat/Society: Bodaks are very rare because they
remain upon the Abyssal Planes except when called into
service by some evil or foolish magic-user. The cunning of
Even nature despises bodaks.
a bodak might allow it to attempt control of the
A bodak may have two different origins : either the summoner. A few are found on the Prime Material Plane.
undead remains of someone who worshipped Orcus. Or a
A bodak retains vague impressions of its past life. It seeks
human who was changed to a monster after venturing
out both its former allies and its former enemies to destroy
somewhere upon the Abyssal Planes, where mortals were
them, as its warped soul seeks to erase anything connected
not meant to be. The evil of the human's nature and the
to its former life. Minions of Orcus are the one exception
exposure to demonic substances triggered a terrible
to this compulsion; a bodak recognizes them as kindred
metamorphosis from man to bodak
souls and spares them from its wrath. Anyone who knew
Devoid of life and soul, it exists only to cause death. the individual before its transformation into a bodak can
recognize mannerisms or other subtle clues to its original
Description: The sexless bodak has a dark gray, pearly identity.
skin. The muscular body has no hair, and the head is long
with oddly distorted features.
The eyes are milky-white
vertical ovals of large size.
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Buggane
Canoloth
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Cataboligne though this is only conjecture. So far, no one has
uncovered the true ‘home’ layer of the cataboligne
demons, though they are most frequently encountered
A cataboligne is a type of greater demon with
on the coldest layers of the plane.
considerable power.
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City Corruptor (Evanissu)
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Coflizu
Death Demon
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Deathdrinker
Environment: Deathdrinkers like to make their lairs near A deathdrinker has treasure in the form of its magic
recent battles, enjoying the bounty of corpses. They are weapon and armor. If given access to other magic, it
self-serving, egocentric creatures that happily kill their favors items that make it a more effective killer. It
allies if doing so suits them—or if they simply feel like typically carries jewelry featuring grisly motifs such as
seeing some blood. skulls, faces distorted in anguish, or torture implements.
Society: Deathdrinkers live in the Abyss but are not Combat: A deathdrinker makes a formidable opponent. It
tanar’ri. They use this distinction to set themselves apart is often accompanied by undeads or demons, allies that
from political intrigue and power struggles, viewing bask in its aura of unlife. It uses its allies to great personal
themselves as above such petty concerns. They’re tough advantage: since killing another creature heals a
and powerful combatants, but they’re not evil deathdrinker and improves its battle prowess, a wounded
masterminds or clever generals. Deathdrinkers are deathdrinker does not hesitate to kill one of its minions in
extraordinarily egocentric and have only one overriding order to heal itself.
interest: themselves. They see their race as superior to all
others, and each considers itself the ultimate A deathdrinker is very mobile on the battlefield,
representative of the race. They prefer to associate with teleporting to reach spellcasters or archers who hang back
other deathdrinkers, but also enjoy the company of from melee, and flying creatures.
creatures that praise, admire, and flatter them. Crafty,
A deathdrinker is resistant to most forms of damage.
powerful individuals sometimes acquire the services of a
Neither negative energy nor poison can harm it, and its
deathdrinker by sending it many gifts and fawning
attacks emphasize the powers of death.
emissaries.
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birth but kills one of her attendants each day. The queen
leaves the corpse for her demonets and other attendants to
feed on. When she queen dies, her surviving demonet
swarms and attendants separate to create new hives in
more bountiful areas.
Unchecked, demonhives might spread across entire planes. hive. As the hive’s providers, demonhive attendants kill
nearly any creature they encounter while foraging and
Ecology: The ecology of a demonhive resembles that of a bring their carcasses back for the queen and demonet
beehive. A reproductive queen gives birth to thousands of swarms to feed on.
demonets, most of which grow up to be attendants that
care for the queen and her demonets. Attendants hunt in The attendants hunt singly or in small groups and attack
the surrounding territory and work to construct the hive. any living thing they encounter. A combat that doesn’t
end quickly in victory draws other hunting attendants to
Demonhives prefer to occupy caves or building complexes the area within 5 minutes. The attendants hunt
that they discover, but attendants can slowly dig out a throughout a 2-mile-radius area around the hive. This is
warren of tunnels for the hive to occupy should the need the range of their hive mind, and they never willingly
arise. leave it.
Demonhive members eat only carrion and fresh meat. In combat, attendants overwhelm a single foe before
moving to the next, unless enemies threaten the queen. In
An area well populated with prey can sustain a such cases, they divide their efforts between blocking
demonhive for several months, but when food runs out, the approach to the queen and attacking those who come near.
queen begins to starve. In this state, she continues to give
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Demonet’s Swarm snapping pincers. Wings too flimsy to support its
Disgusting, black, larvalike creature flitting through the prodigious bulk hang limply from its back, while obscenely
air on tiny red insect wings, a demonet is approximately human-looking arms reach from its body to slowly drag it
the size and weight of a rat. along the ground.
Although individually less dangerous than rats, demonets A demonhive queen is measures 3 meters long and nearly
gather in huge flying swarms, whose buzzing creates a as much around. Her wings are feeble things,
mind-numbing drone. approximately the size of an attendant’s. A typical queen
weighs as much as 900kg, but a well-fed and long-lived
A demonet swarm follows the lead of attendants and queen can grow to much bigger size.
queen. When attendants or queen seem agitated or enter
combat, the demonet swarms do likewise. They do not use Strategies and Tactics: The queen remains at the center of
sophisticated tactics but simply swarm around whatever the hive, barely able to move. She relies on her attendants
the queen or attendants are fighting. A demonet swarm to defend herself and the precious demonet swarms. The
does not attack other demonets. queen is very protective of her demonets and emits a
devastating scream if a swarm dies. The hive members are
Demonhive Queen immune to this. If the queen is injured or killed, the
A demonhive queen is the heart of the hive and exists only attendants enter a frenzied haste.
to perpetuate its wanton destruction. Demonhive
attendants serve and protect the queen, but she cares little Demonhive queens always have a few swarms and
for them. Instead, she values the demonets from which a attendants nearby, and are normally found in the
new queen might arise. birthing chamber of the hive. In some circumstances, a
queen is accompanied by attendant bodyguards and
Swollen with fat and a thousand unborn young, this black, demonet swarms as the hive moves from an uninhabitable
wormlike creature has a toothy mouth flanked by lair to find a new one.
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Demon Spawn
When the taint of the Abyss breaches the mortal world, it plants seeds that allow it to
spread. Hags and evil spellcasters conduct dark rituals to give birth to abominable
creatures, while unfortunate victims of demonic curses cradle wretched babes whose
touch turns animals feral and curdles their mothers’ milk. These demon spawn grow
from cruel children into vile adults, blighting the world with the horror of their blood.
It is said that as many varieties of demon spawn walk the world as there are demons in
the Abyss. Although the horrible forms they take have no discernible pattern, demon
spawn have a common background. Cast out or attacked as children, they hone their
dark talents as they grow up alone. Young demon spawn instinctively know what they
are, but they lack the ability to articulate their increasingly dark nature. The Abyssal
tongue comes to them unbidden as they enter adulthood, at which point the full extent
oftheir dark heritage manifests.
Shunned by most folk, demon spawn quickly learn to ally with evil humanoids and
practitioners of dark magic. They are drawn to demonic cults, whose members treat
demon spawn with reverence. At the time, demon spawn yearn to connect with their
kin in the Abyss, seeking demongates by which they can summon demons into the
world.
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Evistro
Ecology: Some sage think evistros are demons formed from Combat: Evistros are perfect shock troops - their savagery
the souls of wrathful brutes such as orcs, ogres, or human brings fear, death, and confusion to the opposing forces.
thugs. They are commonly rounded up by more powerful fiends
into mobs and sent into battle behind a first wave of
Other considerthem to be a forced evolution of the pathetic
dretches, who are spurred forward in fear of their wrath.
dretches, the product of a demon lord’s attempt to create a
more useful lesser demon. This theory gains some credence Despite having massive claws, which they use to climb,
from the fact that, unlike most demons, carnage demons evistros prefer to pummel their opponents. An evistro’s
are not tanar’ri. Their vulnerability to silvered weapons fists can pound through nearly any material. All evistros
suggests they might have been created using materials prefer to fight alongside individuals of their kind, venting
from - or related to - devils. their hatred on all other creatures. In a group, they
remain close to each other as they attack, and each one
Environment: Evistros are native to the Infinite Layers of
lets its fury rather than any sense of tactics dictate where
the Abyss, where mobs of them can be found on almost
its next attack is aimed. The more evistros present, the
every layer. Always eager to spread destruction and
more powerful their attacks become.
slaughter, they use any portal or gate they encounter,
having no concern for where it might lead. As such, they Evistros gladly get in among their enemies, quickly
can also be found near any place that harbors a gateway overwhelming soft targets. They are resistant to most
to the Abyss, and are more prevelantly found on other forms of energy, and they have skin that only silver can
planes than most demons, do to the simplicity in cut through reliably.
summoning them.
Evistros are a danger to all creatures that aren’t evistros:
Society: The evistro’s particular purpose of mad a carnage demon that has succumbed to its destructive
destruction doesn’t lend itself to fitting into any organized appetite may attack nearby allies for no better reason
society, even a demonic one. Evistros roam the Abyss in than being unable to move to attack an enemy.
unruly mobs, spreading murder and destruction in their
wake. They are encountered in groups ranging from a A lone evistro is still a brutal adversary, but such a loner
pair of lackeys to mobs of thousands, but usually made up flees if seriously wounded
of ten.
.
Its dim intellect allows an evistro to be easily enticed by
the promise of devastation. In many cases, more powerful
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Ferrolith
Sometimes reffered to as Iron Demons or the Encounters: Ferroliths found in Graz'zt’s service fight only
Handmaidens of Pain, ferroliths are a twisted metallic because of the powerful bonds of servitude placed on them.
mockery of the succubi that accompanied Graz‘zt on his These demons nurse a hatred for Graz’zt, and freely ally
initial foray into the Abyss. They sought to betray him, with other demons that actively oppose him.
but the Dark Prince uncovered their treachery and cast
them into a pool of molten iron. The succubi lost their Combat: A whirling engine of destruction on the
supernatural beauty as the pool seared their flesh and battlefield, a ferrolith presents a formidable barrier to any
bonded with their bodies, and they became the first enemy's advance.
ferroliths.
Ferroliths fighting in groups target the strongest melee
Since that time, more ferroliths have crawled from combatants, slicing into them with spiked webs and razor-
ancient pits and pools of molten abyssal iron. Ferroliths sharp claws. A solitary ferrolith hits softer targets first,
retain a spark of their succubus origins: They love energized by the hope of a quick kill as it rends vulnerable
subterfuge and are incredibly cunning. flesh and bone.
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Fire Demon
131
Foulpitch have clawed wings that they use in place of hands.
Habitat/Society: On occasion, a foulpitch demon will be The foulpitch demon lives in absolute darkness and its
encountered without arms. Rumor has it that they (or body seemingly fortifies in the black. When exposed to
their forebears) had their arms blasted away by a daylight, the foulpitch demon suffers. Torchlight is not as
powerful daylight spell, though it is most likely this is painful to them as direct sunlight.
simply a rare mutation since armless foulpitch demons
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Ghour
Gnaw Demon
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Guardian Demon
Named for the ease with which they are bound into
service by rituals, guardian demons stalk lightless tombs
treasure vaults, and the temples of dark cults. Lying in
wait to feed and destroy, a guardian demon consistently
fulfills its deadly obligations as it awaits its release.
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Haures
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Hydrodemon A savvy adventurer with an alert eye and a knowledge of
abyssal history can sometimes gain worthwhile items and
maps in a trade with a hydrodemon.
Hydrodemons are the most skilled navigators of the
waters of the Blood River. Their clawed hands and feet are
The hydrodemon can breathe underwater.
webbed, granting them an agility that allows them to
swim the waters of the Blood Rift— perhaps the only Encounters: Hydrodemons accompany any creature
sentient creatures that can. willing to pay them for travel through the Blood Rift,
acting as couriers and scouts for demon lords and
Description: Hydrodemons resemble toads with their
explorers alike. Like most other demons of Morglon-Daar,
bulbous eyes and mucus-covered skin. The intricate glyphs
hydrodemons are sell-centered mercenaries willing to
and sigils that adorn their chests, arms, and legs speak to
undertake almost any task for the highest bidder.
their ancient heritage and abyssal power. A hydrodemon
stands 3 meters tall, though it typically rests in a crouched Unlike other demons for hire, however, hydrodemons
position that allows it to strike from hiding. develop and nurture their own elaborate schemes for
gaining power and fortune.
Ecology: Hydrodemons live as scavengers, hunters, and
guides. Able to move through the waters of the Blood Combat: A cunning hydrodemon is adroit at setting up
River, these lithe creatures freely explore where others ambushes to cripple or slow its enemies. Able to pounce
cannot. Hydrodemons sell maps to gates and ruins they from a distance, a hydrodemon launches its lengthy form
discover, as well as relics found while exploring the Blood at an enemy, hoping to keep combatants off balance or
Rift. The deals they offer at market in the city of Morglon- push them into nearby water. The Blood River is a
Daar are rarely as good as they seem. In many cases, a hydrodemons best ally and few other demons challenge
hydrodemon has only the barest understanding of the this toadlike creature on or alongside the river’s flow
objects it discovers, and it is as likely to demand a fortune
for a piece of junk as to sell a rare and powerful relic for a .
few soul larvae.
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Immolith
Description: Immoliths are towering columns of flame and resulting in an unpredictable explosion of flesh and flame,
skeletal limbs. They often have four to eight arms and are generally spawning an Immolith.
constantly ablaze, stalking the Abyss and the Elemental
Chaos for living creatures to tear limb from limb. Immoliths generally carry the desires and needs of their
former demon selves, but gain a supernatural hatred for
Location: Immoliths are commonly found in the Abyss and everything that lives, making immoliths amongst the most
the Elemental Chaos but can also be found amongst hated beings in the Abyss. Immoliths refuse to take orders
powerful demon worshipping undead on the Prime from living creatures and cannot be summoned by living
Material Plane. spellcasters.
Ecology: When demons die their spirit is immediately sent History and Origins: It is unknown whether the first
back into the depths of the abyss where it will eventually immolith spawning was caused by a demon lord or was
coalesce into the demon again. Sometimes multiple demon simply one of the many destructive miracles of the Abyss.
spirits will fuse into one as they fall back in the abyss
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lncubus
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Jarrlak
The manifestation of killing cold, a jarrlak is an If rescued, a frozen victim appears not to have aged a day
implacable creature that freezes the life from its victims. since being captured.
These intelligent ice demons have a sadistic nature
equaled only by their hunger for power. A jarrlak delights Encounters: As opportunists with a thirst for domination,
in trapping its foes in a frigid tomb, toying with them jarrlaks ally with powerful spellcasters and demon lords
before the inevitable end. that allow them to rule over specific territories. Some
jarrlaks venture into the world on their own, hoping to
Lore: As devastating as a jarrlak is on the battlefield, these establish personal dominions in areas of frost and snow.
demons are more feared for their habit of stealing select
survivors from the aftermath of combat. Dragging victims Combat : A jarrlak fights methodically, engaging each of
back to its ice caves, the jarrlak encases them in ice to its enemies with a patient and deadly purpose. The demon
watch them slowly expire. In ajarrlak’s clutches, a mortal uses its powers over ice to encase enemies or block off
can linger for decades this way, enduring horrid torment. routes of escape, freezing each foe before moving on to the
next.
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Kazrith
A Kazrith is a water-dwelling predator, an aquatic demon so the monsters can sense potential prey walking above
that can be found prowling murky lakes, underground them.
waterways, and flooded tunnels, waiting for unwary prey
to pass by.. Society: These demons are often found in the company of
other sinister aquatic monsters.
Ecology: Most kazriths dwell in the Elemental Chaos, but
some occasionally find natural gates leading into the Abilities: A kazrith uses tremorsense to detect enemies;
Prime Material Plane. Kazriths create vast networks of after locating a target, it surfaces and attacks, poisoning
interconnected flooded tunnels between lakes and other its victim. The demon waits until the prey is weak from
bodies of water. They can then travel easily from habitat the poison, then resurfaces and finishes it off. This demon
to habitat. These tunnels are usually not far below ground, is also a skilled burrower, using the acid in its pores to
excrete a trail of acid in the tunnels it makes.
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Mahataa
demons if doing so is the only way to reach a desirable
These powerful mud demons are thought to have been quarry. They also pair with other elemental creatures,
born from elementals transformed during the first particularly those with an aspect of elemental stone. More
moments of the Abyss’s creation. Unruly creatures that often than not, such alliances end with the mahataas
crave pure destruction, mahataas have retained much of attacking their allies out of sheer capriciousness.
their elemental nature.
Combat: A mahataa swims through the mud, stone, and
Lore: Fiercely autonomous, a mahataa can be bound for a muck of the Abyss in constant search of prey. Hunting
short time, but it can never truly be tamed. Few mahataas underground, a mahataa bursts from the earth and
can be cowed or coerced into the service of demon lords, attacks creatures less powerful than it is. After its initial
but those that do serve make terrifying assassins and assault, the mud demon uses its superior burrowing
shock troops. Some scholars believe that this willful abilities to escape into the ground again, reappearing
independence is a ruse, however, and more than one where its prey is most vulnerable.
demon lord suspects that large numbers of its mahataa
servants are actually agents, spies, and assassins for the Though unruly and chaotic, mahataas rarely fight alone,
Elder Elemental Eye. preferring to hunt with other mahataas. While in a group,
the mud creatures never give away their true numbers,
Encounters: Although mahataas prefer fighting alongside with one or more remaining underground while the others
their own kind, they are also opportunistic. The muddy attack above.
creatures make short-term hunting pacts with powerful
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Malgodemon
Malgodemon Thug
A malgodemon thug’s thirst for violence is
equaled only by its inability to tell friend
from foe.
Malthaurin foes up. He also uses its breath weapon, a foul caustic fluid
that corrupts flesh and causes it to beome gray and lifeless:
it as a strong link to the Negative Energy Plane, and
Malrauthin are foul creatures of the abyss who thrive on
ultimately transforms victims into bodaks, as does its foul
spreading undeath.
blood. Malthaurin’s body generates an unbearable heat.
A malrauthin resembles an overgrown demonic
attack dog. This bestial and feral appearance
hides an intelligence that, through rudimentary
for such a powerful demon, is well above that of
the average human.
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Narvaezan
Description: This creature of half shadow and half Inside, the lair is filled with dark mist and shadows that
substance intentionally materialises as a being of twisted confuse anyone other than the fiend. Distances also seem
features, with dark horns and squirming shadows behind out of proportion, and all doors are concealed. Inside his
it. These shadows alternately appear as a billowing cloak shadow-lair, the fiend can manipulate shadow and mist to
or large bat wings. Its strangely proportioned arms hang create illusions as needed. Not incredibly detailed, these
almost to its knees, ending in large claws. Its feet also have illusions appear along the peripheral vision and can be
great, hooking claws that would impede its movement if it extremely distracting.
did not fly everywhere. The most frightening aspect of this
fiend's appearance is its eyes, which burn with an evil If it wishes, the Narvaezan fiend can attempt to pull
black-green intensity always visible unless the creature is someone into its lair.
hiding in the shadows.
If the fiend dies, his lair immediately begins to dissipate.
The Narvaezan communicates telepathically and can
Combat: The Narvaezan fiend attacks with stealth,
choose to sound like an enticing whisper or a raspy
pouncing on a victim from behind, with all four claws and
screech.
its bite. Once the fiend draws blood, it becomes more
Ecology: Narvaezan fiends create lairs from shadow corporeal. In this solid state, the fiend cannot simply melt
substance. The entrance is no more than a dark shadow, back into shadows.
which the fiend can move by force of will. If hidden in an
The Narvaezan fiend must stay out of the sunlight.
alley or other dark place, the door is nearly impossible to
During the day, it is confined to the shadows, or it may
find.
retreat to its shadow-lair to await nightfall. At night it is
free to roam, effectively hiding in shadows.
143
Nashrou lithe form is covered by thick, glistening chitin, and its
eyes glare balefully from a cluster in the center of its body.
144
powerful demons, however, they might be encountered on treasure. They have a tendency to devour their prey
any layer. where it falls, so valuables seldom accrue at a communal
lair.
They are sometimes found on the Material Plane, having
inadvertently passed through a portal or been summoned The vicious creatures are so intractable that they are
to serve a powerful spellcaster. Packs of nashrous rove the nearly impossible to bargain with. Short periods of
Abyss, while solitary demons are more common on the compelled service are preferable.
Material Plane.
Strategies and Tactics: A nashrou is a fierce fighter that
Society: Roving packs of 3 to 10 nashrous are “natural” presents a significant challenge. When fighting in a pack,
hazards of the Abyss. A strict hierarchy of importance the demons charge headlong into the thickest groups of
and privilege exists within a nashrou pack, which enemies, seeking to disrupt formations and deal as much
determines when and how much an individual is damage as possible with their goring arms and scythelike
permitted to feed. secondary claws.
The smallest, weakest members of the pack are driven A lone nashrou fights more cautiously, preferring to stalk
ahead of the main body to scout for potential prey. The in the shadows until it can catch its prey at a vulnerable
larger, swifter nashrous (“stalkers”) harry the pack’s moment. It rarely if ever attacks a group of more than
chosen prey, sometimes for hours, sometimes for days. two creatures, and often flees if outnumbered in a
Once the stalkers have worked the prey into a frenzy of confrontation.
fear, the highest rank (“slayers”) moves in. These largest,
strongest members of the pack are even more bloodthirsty Nashrous are difficult to injure with standard weapons,
and savage than their packmates. Nashrous do not collect but have a weak spot
145
Needle Demon
Neldrazu
146
Nycademon
Rippling with muscles and thick tendons, nycademons are facing enemies that don’t immediately show signs of power
winged terrors that soar over the charred landscape of the and hesitant when facing enemies that show great
Abyss, searching for prey on the open expanses. These strength.
predators harry ground creatures for amusement, lifting
their hapless victims high into the air and dropping them. Nycademons are mercenary enough to work with almost
any creature in the short term, but their superiority
Nycademons are nicknamed “sky demons” for their complexes soon infuriates most allies.
tendency to swoop down and grab their enemies, carrying
them high into the sky and releasing them to fall to their Tactics: a nycademon snatches a target and then flies into
deaths. the air. If the creature proves particularly dangerous, the
nycademon drops the enemy from a high altitude and
They put great stock in their physical superiority over returns to the battle to grab a new prey. It may also
their foes. This belief makes them overconfident when attack with great axes.
147
faces on its skin in such a way as to place
a pair of eyes at the expected location.
Description: Oculus demons are roughly the same Strategies and Tactics: Oculus demons prefer ranged
height as humans, though they appear shorter and burlier combat over melee. Thus, they serve demonic armies as
because of their stooped posture. A male oculus demon has ranged support troops and scouts rather than as foot
two long, straight horns jutting from its forehead, and a soldiers. An oculus always flies prior to entering melee. An
female has four rounded horns whose tips touch over her oculus can fire bolts from its eyes to damage, sicken, panic
head. Some oculus demons have eyestalks in addition to or even paralyze its enemies. Once in hand-to-hand
horns, and now and then one is born with a “crown” of combat, an oculus wades into melee with its cruel, curved
eyeballs all the way around its skull. Such crowns are longsword and uses its off-hand claw as a secondary
considered unattractive, and the demons who have them attack. They cast spells that defeat law, strengthen chaos,
are driven from the Abyss to seek their fortunes elsewhere. and affect vision.
An oculus demon is born with at least a dozen eyes—two An oculus is resistant to most form of damage. In addition,
in the same location as a human’s would be, and the rest it can see in darkness and perceive creatures as they truly
scattered over its body. Each demon gains more eyes as it are.
ages, so an older oculus can have hundreds of eyes all over
its body. An oculus that has relatively few eyes tattoos
148
Perditazu
Also called maze demons, these fiends are the vestiges of those demons
and mortals who became lost in the Endless Maze and never found
their way out. Driven mad, they live on in an accursed state, seeking
to possess their victims and reduce them to their same state. They
roam the passages and corridors in search of the escape denied them in
life.
The perditazu attacks by vanishing into the body of its prey and
imprisoning it in a maze of delusion.
Piscodemon
149
Pod Demon
150
Rageborn Demon
Rageborn Frosthurler
Frosthurlers are no less savage in
melee than their more powerful
rageborn kin. They excel at lashing out
at targets from across the battlefield,
crippling them with abyssal cold as the
frosthurlers’ allies close in.
Rageborn Horror
Rageborn barbclaw
The rageborn barbclaw delights in cutting a destructive A brute that lives only to destroy, the rageborn horror
swath through its foes. Creatures stuck by a barbclaw exemplifies the rageborns’ reputation for savagery. A
cannot defend themselves in battle, quickly falling to the rageborn horror's voice alone can knock foes off their feet.
demon and its allies.
Combat: A rageborn horror is all but unstoppable in
Rageborn Ambusher battle, attacking with single-minded ferocity. Charging
The ambusher combines the bloodlust common to all its into the fray, a horror lacks the cunning to do anything
kind with a powerful leap that lets it fall screaming on its more than repeatdly lash out at the nearest targets. Easily
hapless foes. goaded into a fight, rageborn horrors are predictable in
only one situation: a horror ignores other enemies to strike
Combat: Though less intelligent than other rageborn, an at a foe that dares to challenge it.
ambusher possesses more tactical instinct. An ambusher
always stays in motion.
151
Ruin Demon
152
Runespiral Demon
Rupture Demon
153
Seszrath
Cast out from the vilest pits of darkness in the Abyss, the Encounter: Few creatures fight alongside seszraths, since
seszrath is a horrible monstrosity composed of fused they are as likely to attack allies as enemies in the heat of
corpses and demonic essence. The ravening madness of this battle. Seszraths are typically found only in the company
undead demon manifests as a neverending desire to feed. of other seszraths or in service to more powerful demons
such as balors and glabrezus. Many demon lords maintain
Lore: Though they do not require food for sustenance, forces of these creatures in the Abyss. Some have also been
seszraths are driven by the perverse pleasure of hunting, known to send seszraths to the mortal realm to destroy the
slaying, and consuming sentient prey. It is thought that cults of their enemies.
the first seszraths were created during the birth of the
Abyss. However, little is known of these creatures. In Combat: Seszraths are brutal frontline fighters, oblivious
particular, how they continue to spawn and from what to danger as they take the battle to the enemy. Their
matter they are created is a source of conjecture. Some tactical sense extends no further than smashing into the
believe that new seszraths are continually spawned by an nearest and largest group of foes. A seszrath ignores its
undiscovered demon lord - perhaps an unknown allies as those creatures circle around to pounce on foes
primordial who manipulates the power of undeath as an laid low by its vicious throw. It is typically too consumed
affront to Orcus. Others believe that seszraths are born of by recklessness to focus on slaying its foes.
a gate between the Abyss and the Shadowfell, thought to
exist at the deepest levels of both planes.
154
Shadee Encounters: Shaadees shackled to the will of a demon lord
serve under that lord's lesser demonic servants. Groups of
shaadees light alongside glabrezus or balors sent on
Shadees are the risen manifestations of powerful
missions of destructions across the planes. If released from
spellcasters who pledged their souls to the lords of the
a demon lord’s servitude and allowed to return to the
Abyss to increase their own power. Such spellcasters use
mortal realm, a shaadee quickly gathers servants that
their dark knowledge to enslave lesser creatures, sow
remind it of its former life. Apprentice wizards and
chaos within civilized lands, and acquire vast wealth and
warlocks, the clerics of evil gods, and intelligent undead
power. When a spellcaster bound to a demon dies,
can be found in a shaadee’s service.
however, it becomes a shaadee—an undead demonic slave
eternally serving the abyssal lord its mortal soul was
Combat: Having already experienced death, a shaadee
pledged to.
knows no fear. It flies over its enemies as combat begins,
seeking a powerful warrior or leader to dominate. It then
Despite their status as slaves of their demon lord, some
descends into the midst of melee, flying if it is
shaadees regain a measure of their mortal power. By
overwhelmed. The shaadee isolates melee targets, howling
serving its master loyally, a shaadee might be granted a
as it taunts its foes.
kind of freedom—allowed to return to the world as a
hideous reflection of its living self, as long as it continues
to advance its master's agenda.
155
Shadow demons are like devils in that they lie and scheme
to drive mortals toward evil. However, shadow demons
aim to proliferate death and destruction, not to acquire
souls and power. A shadow demon’s primary goal is
always the annihilation of life.
Skulvyn
156
Sorrowsworn Demon the greatest concentration of souls suffering from loss, one
can also often find a lurking sorrowsworn demon,
encouraging those feelings and sating itself on them
Creatures of loss, Sorrowsworn demons appear only after a
war or battle has finished. They prey on the feelings of
Combat: A sorrowsworn demon preys on the weakness of
great sorrow that permeate a region after the loss of its
others, and its tactics reflect this preface. It nearly always
youth and promise.
strikes from hiding.
157
Soul Demon
Terraguhl
158
Tomb Demon
159
Habitat/Society : Swarms of vargouilles flap through the
caverns and skies of the Abyss. They are given little
regard by powerful and intelligent demons since
vargouilles can do them no harm. Even the weakest
demon, such as a manes or a dretch, fears vargouilles only
if they appear in great numbers. In the Lower Planes,
vargouilles rarely get the chance to eat live prey other
than vermin. More often, they lap up the ichor left behind
when one fiend kills another.
160
Varrangoin
Voracalith
161
maintains more of its former knowledge,
and can use that knowledge to seek bloody
retribution against old enemies.
Wendigo Manhunter
An unfamiliar scent is carried on the
wind, and the trackers become skittish.
This far from civilization, their
imaginations spawn phantoms - a fleeting
shape stalking ever closer, reaching out,
whispering their names.
Wendigo Soulcatcher
As a wendigo consumes mortal flesh, it
grows in power. When a wendigo becomes
a soulcatcher, it takes mad pleasure not
only in slaying, but in temporarily
bestowing its curse on the creatures that
fear it. Forcing those enemies to gorge
themselves on their allies’ flesh and blood,
the soulcatcher becomes stronger still.
Wendigo
Combat: The soulcatcher seeks out a weak-willed creature
A mortal that commits cannibalism creates a spiritual in combat, inflaming that victim with its bite. The
gateway to the Abyss, through which the dreaded demon wendigo revels in the shrieks of the dominated creature’s
known as the wendigo can travel. Once it reaches the victims, taking as much pleasure from their terror as from
world, a wendigo warps the cannibal’s soul and body, the sustenance the unwilling cannibal’s attack provides.
turning into a flesh-eating monster that reflects the
madness of the Abyss. Wendigo Primal Spirit
The oldest wendigos possess a hunger that drives them to
Lore: Not all mortals that commit cannibalism draw the consume their own flesh in a grisly feast of self-
attention of a wendigo to themselves. Those that do, destruction. Wandering the world as a demonic shade, a
though, are bound within the wendigo’s form until the wendigo primal spirit is doomed to endlessly slay the
demon is slain. creatures it once called kin, but to never slake its hunger
on their flesh.
For a mortal that consumed forbidden flesh out of
desperation or dark need, existence as a wendigo is a Combat: A primal Spirit's hunger drives it into the thick of
neverending nightmare. Trapped in that demonic form, combat, where it has little to fear from blades and arrows.
the creature’s consciousness endures only enough to It eats vicariously with hunger born from fear,
maintain awareness of its hunger and the number of temporarily forcing its cannibalistic madness into its foes.
sentient creatures it has slain. For mortals that indulge in
cannibalism by choice, the curse of the wendigo can
become a blessing. A wendigo created from a willing host
162
Whisper Demon
Society: Whisper demons exist to drive others to take their whisper demon, babbling constantly and fascinating
own lives. They find nothing so exquisite as a creature creatures to prevent escape. Those who fall prey to the
losing all hope or its grip on sanity. Gleefully insane, whispers often attack themselves (a whisper demon can
whisper demons possess no sense of community or fair control up to nine allies it creates). Against enemies that
play. They rarely talk, but when they do, a flood of hateful aren’t affected, the whisper demon orders the allies to
desires issues forth in every language they can speak. drain the creatures, reducing their ability to withstand its
Whisper demons exist outside the power structures and maddening whispers. The demon then attacks with its
society of the Abyss. Other demons are immune to their incorporeal touches, hoping that a confused foe will finish
maddening whispers, but only more powerful demons itself off with a final lethal blow.
equipped with magic weapons risk dealing with them. All
A whisper is incorporeal, but not undead. Weapons that
others ignore them if possible and flee otherwise. Tanar’ri
aren’t magical pass right through the incorporeal
in particular, usually avoid whisper demons, but might
creature.
risk association to achieve some goal. If a creature does
decide it wants to use a whisper demon, it usually offers
A whisper demon seeks to drive others to madness and
transportation to the Material Plane in exchange for the
self-destruction. Other undead might also associate with
fiend’s service.
one of these insane demons. An undead creature’s
immunity to the demon’s maddening whispers makes it a
Strategies and Tactics A whisper demon typically travels
potent ally.
with a cadre of allies under its control. These creatures are
the souls of those who killed themselves while under the
influence of the demon’s whispers. The allies precede the
163
Habitat: Yagnodemons can be found across the Abyss and
the mortal realm. Most of these demons, however, dwell in
the abyssal city of Morglon-Daar. Though not the most
powerful demons in that settlement, yagnodemons serve as
enforcers, with the power to banish or execute any
creature that threatens the city‘s stability. The
yagnodemons of Morglon-Daar are the closest thing that
chaotic realm has to a force of law, and the justice they
mete out is swift and deadly.
164
Zovvut
Zovvuts were once angels in the service of the Chained God corruption of the Chained God. In the eons since, they have
Tharizdun. Fleeing into exile when the Abyss was born sought in vain for their lost master. As they seek his
and their dark master was imprisoned, these demons have hidden prison, the zovvuts believe they can hear the voice
been tainted by eons of servitude to him. The first of them of Tharizdun, whispering to them in tormented visions.
were created during horrible blood rites centuries ago.
Society: Zovvuts are often used by demonic agents in
Rumors also link zovvuts to Orcus, though the secret of the conjunction with more combative demons.
creatures’ creation seems to be widely known among the
lords of the Abyss. Zovvuts resent any creature with the power to command
them and, like any demons, they constantly seek to
Description: In a mockery of their divine origins, zovvuts undermine and betray authority.
maintain the distinct physiology of their angelic ancestry.
A zovvut is a muscular pale-skinned hairless creature of Zovvuts are commonly found serving the cults of the Elder
humanoid shape. Its arms end in sharp, barbed claws that Elemental Eye. As long as Tharizdun remains unable to
are well designed for rending flesh. Foul, feathered wings communicate with his disciples, the Chained God’s mortal
stretch upward from the zovvut’s shoulders. A third eye is followers venerate zovvuts as heralds and keepers of
set into the center of its forehead. Tharizdun‘s divine will.
A zovvut delights in exploiting its appearance to mislead Encounters: As servitors of the Chained God, Zovvuts have
and corrupt priests of the mortal world. few allies. They are viewed as divine creatures by most
demons, and are shunned as a result. In the remote deep
Habitat:. Zovvuts can be found in many regions of the layers of the Abyss where the zovvuts search for
Abyss as well as on the Prime Material Plane, doing the Tharizdun’s prison, they sometimes band together with
bidding of anyone powerful enough to intimidate them other demonic exiles, but rarely for long.
into obedience.
Combat: Zovvuts, though weaker than many other demons
In the millennia before the Chained God‘s imprisonment, in terms of combat ability, are not afraid of it. They rely
zovvuts were angels of corruption serving the darker on their gaze attack to bring their foes to submission.
deities. When Tharizdun was cast into the bottomless
maelstrom of the Abyss, the zovvuts broke with their When forced to fight, a zovvut waits at the periphery of
many masters to pledge allegiance to the ultimate melee for the right moment to fly in with its brutal melee
attacks and crippling gaze.
165
Zythars—a fear that the balors are happy to exploit as
they drive their servants on.
Zythars do not care whom they serve. They live only to see
other creatures burn, howling with dark laughter as their
enemies are consumed by abyssal fire.
166
Not Much Is Known About These Other Demons
Ahazu Malvachnu
A type of demon: lank and long-armed, but square- A type of demon.
shaped.
Nicomar
Chargin A type of demon. Saucer-eyed. Also spelled nikomar.
A chargin is a type of demon, scaled and ropy with
long-taloned fingers and splayed feet. Skurda
A type of scorpion-demon, described as hulking,
Dusin with flat lifeless eyes.
A dusin is a type of stocky demon with crocodile
jaws. Fearless and tough, they are often armed with Ssilhex
iron weapons. A type of demon, described as snaky. Perhaps the
same as marilith.
167
Appendix: Demon Physiology
Demons are creatures of rage and raw physicality. While they must breathe, demons have extremely
Created by the Abyss to act as soulless agents of blind strong lungs, built to withstand a range of
destruction, they are creatures of ever-evolving form, environments, including the most deadly fumes of the
vicious animus, and unquestioning evil. abyss, which kill most Material Plane creatures. As
such, demons can easily breathe in any natural
No one knows exactly how or why the first demons material plane atmospheres.
took form. Some sages believe that the fusion of the
shard of evil and the physical instability inherent in Sleeping
the Elemental Chaos was the catalyst that spawned Demons do not require sleep to function normally.
demonkind. Others believe that the shard of absolute However, powerful individuals occasionally do force
evil was, in fact, the aggregate of the wasted souls of them into sleeplike states (by magic, poison, or other
much of the obyrith race. When that evil fused with the external influences), and demons can even be rendered
Elemental Chaos, a new kind of creature was spawned. unconscious, though not easily. A demon can choose to
Whatever the case, the physiology of the demon is fall asleep (which it would normally only do for
dramatically different from that of any other creature. deceitful purposes), but it gains no benefit from doing
so.
Since demons do not have a common ancestor, body
type, or even the same needs for existence, they cannot Digestion
be easily described in biological terms. Indeed, some Even though demons can eat all the food they want,
scholars argue that demons possess no common traits they do not have anything resembling biological
beyond their origins. But it is also believed that the digestion. The food seems to simply disappear after
Abyss shapes demons to perform certain tasks, ingestion, unless the demon prefers to expel it somehow.
necessitating that its creations conform in certain It they choose, some demons can emit various kinds of
ways. Unfortunately, there is little evidence on the discharges (such as vomit, ooze from spores and other
subject: demons are notoriously difficult to study when excretions), though not for any obvious purpose other
alive, and when they die, their bodies either return than the joy thy take in polluting their environment.
immediately to the Abyss or decay very quickly.
Nevertheless, chaos being chaos, some demonic corpses Reproduction
have inexplicably remained available for study. Some demons can have sex if they choose (though not
all of them have the necessary “equipment”), but it is
Basic functions not necessary for procreation, since the new demons
All living Material Plane creatures share certain are formed directly from the chaos of the Abyss.
common elements. Humans, dragons, hippogriffs, mind Demons that can have sex usually do so only as a
flayers and gnomes all eat, they all breathe; they all means to create half-fiends, though such creatures can
reproduce in some basic biological ways. However, be created in other ways (through arcane magic or
demons are not Material Plane creatures and as such, curses).
they do not have the same needs that we expect in
other living creatures . In short, demons do not share Anatomy and Habits
these traits. The anatomy of demons mocks that of other forms of
life, and demons possess diverse shapes. The ranks of
Eating the known demons represent specific forms that have
Demons do not need to eat. That said, a demon can stabilized in significant numbers. Demons of a single
consume endless quantities of food (of any kind), and named type can have radically different powers,
they often take particular joy in devouring sacrifices, however, and the greater mass of demons possess few
especially gory or disgusting ones (most demons eat common traits beyond their origin.
flesh, favoring their meals still living). Demons have
been keen known to consume tons of food in a single Even before sustenance or survival, a demon's highest
sitting, with no effect or consequence, leaving much imperative is to destroy. All other activities must serve
debate about where the food actually goes. The most the ultimate goal of sowing chaos and bloodshed. The
common theory is that their link to the Abyss somehow seemingly endless ways of attaining that goal grant
transports the food back to their home plane, but no demons their equally endless differences in physiology.
one has yet brought forward any proof of this.
Dissection of a dretch
Some demons consume plant life (often quickly, in great
One of the lowest orders of demon is the dretch.
quantities, and more destructively than swarms of
Capturing a dretch outside the Abyss is difficult, and
locusts), minerals, or metals. Some consume elemental
keeping the creature’s body from returning to its home
energy or magic to survive.
plane after death is almost unheard of. Even though,
one ancient student of the black scrolls inexplicably did
Breathing
168
so and managed to document his findings. These are his no idea how it managed to excrete such filth. Perhaps
actual notes, though the initial sketch has been revised the creature vomited when no one was observing it, or
based on other accounts. perhaps the dretch simply exudes foulness from its
spores. I hope to capture another soon, so I can solve
1-muscle and tendons: this dretch possesses wiry this riddle.
muscles in its thin, misshapen arms and legs.
Unusually powerful for its size, these muscles are the 4-the brain: to my surprise, the dretch’s brain looks
key to its grasping strength. The dretch remained similar to that of a human or other material plane
conscious during the exposure of its muscle tissue, and I creature. The coloration is different – darker, more
watched as it flexed its cable like muscles in the purple – and the stench emanating from the open skull
restraints. When the dretch died, its muscles quickly brings to mind something from a tannery that was
atrophied and became very pliable and easy to cut. carted away in a rendering wagon and then thrown
Thus I believe the creature’s strength stems not only onto a pool of vomit.
from biological origins, but also from magic.
169
Index
General Observations on Demons .............................................................................................................................................................. 4
Tanar’ri ............................................................................................................................................................................................................. 8
History..................................................................................................................................................................................................... 8
Ecology ..................................................................................................................................................................................................... 8
Society ...................................................................................................................................................................................................... 8
Types ...................................................................................................................................................................................................... 10
Death...................................................................................................................................................................................................... 10
Adaru ......................................................................................................................................................................................................... 12
Alkilith ....................................................................................................................................................................................................... 13
Anzu............................................................................................................................................................................................................ 14
Armanite ................................................................................................................................................................................................... 16
Babau .......................................................................................................................................................................................................... 19
Balor ........................................................................................................................................................................................................... 20
Bar-Lgura................................................................................................................................................................................................... 21
Bogannarr ................................................................................................................................................................................................. 22
Bulezau .......................................................................................................................................................................................................24
Cerebrilith .................................................................................................................................................................................................. 26
Chasme ........................................................................................................................................................................................................ 28
Dretch .........................................................................................................................................................................................................30
Gadacro ...................................................................................................................................................................................................... 31
Glabrezu ..................................................................................................................................................................................................... 32
Hezrou ........................................................................................................................................................................................................ 33
Jarilith ........................................................................................................................................................................................................ 34
Jovoc ............................................................................................................................................................................................................ 35
Kastighur ................................................................................................................................................................................................... 36
Kelvezu ...................................................................................................................................................................................................... 37
Klurichir .................................................................................................................................................................................................... 38
Manes......................................................................................................................................................................................................... 40
Marilith ......................................................................................................................................................................................................42
Maurezhi ................................................................................................................................................................................................... 43
Mavawhan ............................................................................................................................................................................................... 44
170
Molydeus ................................................................................................................................................................................................... 46
Myrmyxicus ............................................................................................................................................................................................. 49
Nabassu ......................................................................................................................................................................................................50
Nalfeshnee ................................................................................................................................................................................................. 52
Palrethee .................................................................................................................................................................................................... 53
Rutterkin ...................................................................................................................................................................................................54
Skurchur..................................................................................................................................................................................................... 56
Solamith...................................................................................................................................................................................................... 57
Succubus ..................................................................................................................................................................................................... 58
Turagashnee .............................................................................................................................................................................................. 59
Uridezu ..................................................................................................................................................................................................... 60
Vathugu...................................................................................................................................................................................................... 61
Vrock ........................................................................................................................................................................................................... 62
Wastrilith ................................................................................................................................................................................................... 63
Obyriths .......................................................................................................................................................................................................... 64
Draudnu..................................................................................................................................................................................................... 65
Ekolid ......................................................................................................................................................................................................... 66
Golothoma ..................................................................................................................................................................................................68
Laghathti................................................................................................................................................................................................... 69
Sibriex .........................................................................................................................................................................................................70
Uzollru........................................................................................................................................................................................................ 72
Verakia ....................................................................................................................................................................................................... 73
Loumaras ........................................................................................................................................................................................................74
Dybbuk ....................................................................................................................................................................................................... 75
Guecubu ...................................................................................................................................................................................................... 76
Caligrostro ................................................................................................................................................................................................. 77
Manitou ...................................................................................................................................................................................................... 77
Created ............................................................................................................................................................................................................ 79
Abat-Dolor ................................................................................................................................................................................................ 80
Alu-Fiend ................................................................................................................................................................................................... 81
Ankashar ................................................................................................................................................................................................... 82
Artaaglith .................................................................................................................................................................................................. 83
Broodswarm .............................................................................................................................................................................................. 85
Cambion......................................................................................................................................................................................................86
Carnevus .................................................................................................................................................................................................... 88
Chokesnake.................................................................................................................................................................................................89
Crocatta ..................................................................................................................................................................................................... 90
Devourer .................................................................................................................................................................................................... 91
Goristro ....................................................................................................................................................................................................... 92
171
Ixitxachitls ............................................................................................................................................................................................... 94
Kalaka ........................................................................................................................................................................................................ 95
Lilitu ........................................................................................................................................................................................................... 96
Orlath ......................................................................................................................................................................................................... 99
Dust Demon.........................................................................................................................................................................................116
Bodak .........................................................................................................................................................................................................119
Canoloth.................................................................................................................................................................................................... 120
172
Demonhive............................................................................................................................................................................................... 126
Ghour..........................................................................................................................................................................................................133
Gnaw Demon............................................................................................................................................................................................133
Mahataa................................................................................................................................................................................................... 141
173
Shadee ....................................................................................................................................................................................................... 155
Varrangoin ...............................................................................................................................................................................................161
Voracalith .................................................................................................................................................................................................161
Zovvut....................................................................................................................................................................................................... 165
174
175