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HELLFIRE
a Hellish Adversary Pack
by forgotten-adventures.net
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Corrupted Angel
Among the legions of hell, enticing an angel to fall is typically an as deva, planetar, and even solar, keep most of their form and powers.
art form requiring much planning and careful manipulation. But not These angels lose their minds and wills to their new masters, bound to
everyone has the patience for such things, or cares for the often obedience by pain and corruption.
powerful and willful results. Some denizens of hell, the Mistress of
Blood included, have devised horrific means to force an angel to their A corrupted angel is a valuable tool to any Archdevil. With the ability to
command without inciting a fall. This profane change is caused by appear as their original, uncorrupted form, they can be used to trick and
burying corrupting shards deep in the bodies of the angels. lure mortals into hell. The natural healing abilities of powerful angels
are twisted to cause the angel to grow more corrupting shards. Because
Lesser angels lose most of the semblance of their divinity and original they readily produce new shards, corrupted angels are often sent to
form to be twisted into legionnaires, but more powerful angels such corrupt more creatures or other celestials.
Corrupted Angel At will: detect evil and good, invisibility (self only)
Large Fiend (Devil), Lawful Evil 3/day: blade barrier, dispel evil and good, flame strike
Corrupted Weapons. The angel’s weapon attacks are magical. Shard Strike (Recharge 5-6). Ranged Weapon Attack: +10 to hit,
When the angel hits with any weapon, the weapon deals an reach 90 ft., three targets. Hit: 21 (3d10+5) piercing damage
extra 4d6 necrotic damage (included in the attack). plus 14 (4d6) necrotic damage. If the target is a creature it has a
corrupting shard buried in it. See Corrupted Claw.
Corrupted. The angel has 6 corrupting shards buried deep inside
of it, causing it to be corrupted. A shard can be destroyed by Holy Guise. The angel can use an action to assume the guise of an
dealing 25 radiant damage to the angel or casting one of the uncorrupted version of itself. Creatures who examine the angel in
following spells on the angel: remove curse, lesser restoration, this guise can make a DC 20 Intelligence (Investigation) check to
greater restoration, or wish. Once all shards are removed, the determine that it is under an illusory effect.
corrupted angel returns to its planetar form. The planetar is
unconscious and has 1 hit point. Legendary Actions
Vestige of Divinity. The angel is resistant to radiant damage.
The angel can take 3 legendary actions, choosing
Successfully attacking the angel with a flask of holy water
from the options below. Only one legendary action
suppresses this resistance for 1 hour.
can be used at a time and only at the end of another
Jagged Form. A creature that touches the angel or hits it creature’s turn. The angel regains spent
with a melee attack while within 5 feet of it takes 7 (2d6) legendary actions at the start of its turn.
piercing damage.
Attack. The angel attacks with Corrupted Claw.
Innate Spellcasting. The angel’s innate spellcasting ability is
Move. The angel moves up to its speed.
Charisma (spell save DC 20, +12 to hit with spell attacks).
The angel can innately cast the following spells, requiring no Spellcasting (Costs 2 Actions).
material components: The angel casts a spell.
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Corrupted Angel Innate Spellcasting. The angel’s innate spellcasting ability
is Charisma (spell save DC 17, +9 to hit with spell attacks).
Deva Variant The corrupted angel can innately cast the following spells,
Medium Fiend (Devil), Lawful Evil requiring no material components:
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Corpse Eater Spider
Large Fiend (Devil), Lawful Evil
These fiendish spiders live in the Corpse Wastes of Lev’goraz and feast
Armor Class: 17 (natural armor) on the disposed body parts of the Mistress’ prisons. Feared for their
Hit Points: 104 (11d10 +44) large size and formidable jaws, they prowl the Wastes in search of prey
Speed: 30 ft living, dead, or undead. These creatures are especially feared for their
quick regeneration: they can heal their wounds as quickly as they can
feast.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 19 (+4) 8 (-1) 14 (+2) 8 (-1) Ambush Predators. Most of these spiders are content to feast
on carrion. But some prefer a moving meal. These spiders set up webs
Saving Throws: STR + 8, DEX +6, CON+ 7 and ambush spots away from their typical feeding grounds to hunt the
living, undead, and any fiends foolish enough to fall into their traps.
Skills: Stealth +7, Survival +5
Damage Resistances: necrotic; bludgeoning, piercing, and
Prison Guards. The Mistress and her Legion employ the use of
slashing from nonmagical attacks that aren’t silvered
these spiders to patrol the areas around Lev’goraz’s numerous prisons.
Damage Immunities: fire, poison The spiders can understand basic commands and are generally content
Condition Immunities: blinded, charmed, frightened, poisoned to roam about and prey on the unwise souls who attempt to escape
Senses: Darkvision 120 ft., passive Perception 12 their cells.
Languages: understands Infernal
Challenge: 8 (3,900 XP) Proficiency Bonus +3
Actions
Bonus Actions
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Hellfire Butcher Magic Resistance. The butcher has advantage on saving throws
Large Fiend (Devil), Lawful Evil against spells and other magical effects.
Devil’s Sight. Magical darkness doesn’t impede the Reel In. The butcher pulls the creature that is currently
butcher’s darkvision. grappled by its meathook up to 30 feet straight toward it.
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Hellfire Handmaiden
Medium Fiend (Devil), Lawful Evil
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Hellfire Legionnaire
Broken Celestial Variant
Medium Fiend (Devil), Lawful Evil
Spiked Body. A creature that touches the legionnaire or hits Multiattack. The legionnaire makes two Hellfire
it with a melee attack while within 5 feet of it takes 7 (2d6) Halberd attacks.
piercing damage.
Hellfire Halberd. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Actions target. Hit: 9 (1d10 + 5) slashing damage plus 10 (3d6)
fire damage.
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Hellfire Temptress
Large Fiend (Devil), Lawful Evil Actions
Armor Class: 16 (natural armor) Multiattack. The tempress makes two claw attacks. It can use
Hit Points: 133 (14d10 +56) Hurl Flame in place of any melee attack.
Speed: 30 ft, fly 60ft.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage plus 16 (3d10) necrotic
STR DEX CON INT WIS CHA
damage.
16 (+3) 16 (+3) 18 (+4) 16 (+3) 15 (+2) 20 (+5)
Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one
target. Hit: 22 (5d6+5) fire damage. If the target is a flammable
Saving Throws: Saving Throws: INT +7, WIS +6, CHA +9
object that isn’t being worn or carried, it also catches fire.
Skills: Deception: +9, Insight +6, Perception +6, Persuasion 9
Damage Resistances: cold, necrotic; bludgeoning, piercing, Fire Breath (Recharge 5–6) The tempress exhales a 30-foot
and slashing from nonmagical attacks that aren’t silvered cone of hellfire. Each creature in the cone must make a DC 17
Damage Immunities: fire, poison Dexterity saving throw, taking 55 (10d10) fire damage on a
failed save, or half as much damage on a successful one.
Condition Immunities: charmed, poisoned
Senses: Darkvision 120 ft., passive Perception 16 Charm. One humanoid the tempress can see within 30 feet
Languages: Common, Infernal, Telepathy 120 ft. of it must succeed on a DC 17 Wisdom saving throw or be
Challenge: 11 (7,200 XP) Proficiency Bonus +4 magically charmed for 1 day. The charmed target obeys the
tempress’ verbal or telepathic commands. If the target suffers
any harm or receives a suicidal command, it can repeat the
saving throw, ending the effect on a success. If the target
Devil’s Sight. Magical darkness doesn’t impede the tempress’
successfully saves against the effect, or if the effect on it ends,
darkvision.
the target is immune to this temptress’ Charm for the next 24
Magic Resistance. The tempress has advantage on saving hours.
throws against spells and other magical effects.
The tempress can have only one target charmed at a time. If it
Innate Spellcasting. The temptress’ innate spellcasting charms another, the effect on the previous target ends.
ability is Charisma (spell save DC 17, +9 to hit with spell
attacks). The temptress can innately cast the following spells,
requiring no material components:
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Blood Globule
Small Ooze, Lawful Evil
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Mistress of Blood Blood Bolt. Range Spell Attack: +13 to hit, reach 120 ft., one target.
Hit: 13 (2d6+6) piercing plus 19 (3d8+6) necrotic damage and
Large Fiend (Devil), Lawful Evil
the next attack roll made by the target before the end of
Armor Class: 19 (natural armor) the mistress’ next turn has disadvantage.
Hit Points: 215 (21d10 +100) Blood Boil (Recharge 4–6). The mistress chooses a point within
Speed: 30 ft 120 feet of herself, and a 20-foot radius sphere centered on that
point fills with a burst of searing, blood-red mist. Each creature
STR DEX CON INT WIS CHA of the mistress’ choice that she can see in that area must make
18 (+4) 18 (+4) 20 (+5) 20 (+5) 20 (+5) 22 (+6) a DC 21 Constitution saving throw. On a failed save, a creature
takes 38 (7d10) necrotic damage and is incapacitated until the
end of its next turn. On a success, a creature takes half as much
Saving Throws: CON +12, WIS +12, INT +12, CHA +13
damage and isn’t incapacitated.
Skills: Deception 13, Intimidation +13, Perception +12,
Persuasion +13 Bonus Actions
Damage Resistances: cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered Summon Servant (1/Day). The mistress magically summons a
Damage Immunities: fire, necrotic, poison Hellfire Butcher or Hellfire Temptress. The summoned creature
Condition Immunities: blinded, charmed, exhaustion, appears in an unoccupied space within 60 feet of its summoner,
frightened, poisoned acts as an ally of its summoner, and can’t summon other devils.
Senses: Truesight 120 ft., passive Perception 22 It remains for 10 minutes, until it or its summoner dies, or until its
Languages: All, Telepathy 120 ft. summoner dismisses it as an action.
Challenge: 21 (33,000 XP) Proficiency Bonus +7
Legendary Actions
Legendary Resistances (3/day). If the mistress fails a saving The mistress can take 3 legendary actions, choosing from the
throw, she can choose to succeed instead. options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. The mistress
Magic Resistance. The mistress has advantage on saving regains spent legendary actions at the start of her turn.
throws against spells and other magical effects.
Attack. The mistress attacks with either Blood Lash or Blood Bolt.
Regeneration. The mistress regains 25 hit points at the start
of her turn if any of her attacks did damage in the last round Move. The Mistress moves up to its speed without provoking
and if she has at least 1 hit point. If the mistress takes radiant opportunity attacks.
damage this trait doesn’t function at the start of her next turn. Hemorrhage (Costs 2 Actions). The mistress targets up to three
Rejuvenation. If the mistress is slain and at least one drop of creatures she can see within 30 feet of her. Each target must
her blood is left on her home plane, it will move to the nearest succeed on a DC 21 Constitution saving throw. On a failed save,
blood pool and start to form into a new body in 1d10 days. a creature takes 21 (4d10) necrotic damage as it starts to bleed
The new body will then arise from said blood pool. from all orifices and the blood coalesces and forms a Blood
The mistress’ blood can fashion a new body even if its old body Globule under the mistress’ command. On a success, a creature
was burned to ash or otherwise obliterated. takes half as much damage. Constructs automatically succeed on
this saving throw.
Actions Blood Puppet (Costs 3 Actions). The mistress targets a creature she
can see within 60 feet of her that is missing any of its hit points.
Multiattack. The mistress makes two Blood Lash attacks. The target must succeed on a DC 21 Constitution saving throw.
She can use Blood Bolt in place of any melee attack. On a failure, the mistress gains control of the target until the
beginning of her next turn. Constructs automatically succeed on
Blood Lash. Melee Weapon Attack: +11 to hit, reach 10 ft., one this saving throw.
target. Hit: 11 (2d6+4) slashing plus 19 (3d8+6) necrotic damage.
If the target is a creature, it can’t regain hit points until the start of On the target’s turn the mistress decides how she will use its
the mistress’ next turn. Movement, Action, or both. The target can only take the Attack
or Dash actions, and if it takes the Attack action, the mistress
chooses the target for it.
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