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version 1.

HELLFIRE
a Hellish Adversary Pack
by forgotten-adventures.net

© 2022 Forgotten Adventures - Personal Use only


HELLFIRE
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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

Armor Class: 19 (natural armor) 1/day: control weather, insect plague


Hit Points: 200 (16d10 + 112)
Magic Resistance. The angel has advantage on saving throws
Speed: 40 ft., fly 120 ft
against spells and other magical effects.

STR DEX CON INT WIS CHA


Actions
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

Multiattack. The angel makes two corrupted claw attacks.


Saving Throws: CON + 12, WIS +11, CHA+ 12
Skills: Perception +11 Corrupted Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Damage Resistances: necrotic, radiant; bludgeoning, piercing, one target. 17 (3d6 + 7) slashing damage plus 14 (4d6) necrotic
and slashing from nonmagical attacks that aren’t silvered damage. If the target is a creature, it must succeed on a DC 20
Constitution saving throw or have a corrupting shard buried in
Damage Immunities: fire, poison
it. A creature suffers one level of exhaustion for each corrupting
Condition Immunities: blinded, charmed, exhaustion,
shard buried in it. These levels of exhaustion can only be removed
frightened, poisoned
by removing the corrupting shards causing them. A corrupting
Senses: truesight 120 ft., passive Perception 21
shard takes an action to remove and can only be removed by an
Languages: all, telepathy 120 ft. ally. A creature killed by the levels of exhaustion caused by the
Challenge: 16 (15,000 XP) Proficiency Bonus +5 corrupting shards is raised at the beginning of its next turn as a
Hellfire Legionnaire under the corrupted angel’s control.

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:

At will: detect evil and good


Armor Class: 17 (natural armor)
Hit Points: 136 (16d8 + 64) 1/day: dispel evil and good
Speed: 30 ft., fly 90 ft. Magic Resistance. The angel has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Actions
Saving Throws: WIS +9, CHA+ 9
Skills: Insight +9, Perception +9 Multiattack. The angel makes two corrupted claw attacks.
Damage Resistances: necrotic, radiant; bludgeoning, piercing,
Corrupted Claw. Melee Weapon Attack: +8 to hit, reach 5
and slashing from nonmagical attacks that aren’t silvered
ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10
Damage Immunities: fire, poison (3d6) necrotic damage. If the target is a creature, it must
Condition Immunities: blinded, charmed, frightened, poisoned succeed on a DC 16 Constitution saving throw or have a
Senses: truesight 120 ft., passive Perception 19 corrupting shard buried in it. A creature suffers one level
Languages: all, telepathy 120 ft. of exhaustion for each corrupting shard buried in it. These
Challenge: 10 (5,900 XP) Proficiency Bonus +4 levels of exhaustion can only be removed by removing the
corrupting shards causing them. A corrupting shard takes
an action to remove and can only be removed by an ally.
Corrupted Weapons. The angel’s weapon attacks are magical. A creature killed by the levels of exhaustion caused by the
When the angel hits with any weapon, the weapon deals an corrupting shards is raised at the beginning of its next turn
extra 3d6 necrotic damage (included in the attack). as a Hellfire Legionnaire under the angel’s control.
Corrupted. The angel has 6 corrupting shards buried deep Shard Strike (Recharge 5-6). Ranged Weapon Attack: +8 to
inside of it, causing it to be corrupted. A shard can be hit, reach 90 ft., three targets. Hit: 15 (2d10+4) piercing
destroyed by dealing 15 radiant damage to the angel or damage plus 10 (3d6) necrotic damage. If the target
casting one of the following spells on the angel: remove curse, is a creature it has a corrupting shard buried in it. See
lesser restoration, greater restoration, or wish. Once all Corrupted Claw.
shards are removed, the corrupted angel returns to its deva
form. The deva is unconscious and has 1 hit point. Holy Guise. The angel can use an action to assume the guise
of an uncorrupted version of itself. Creatures who examine
Vestige of Divinity. The angel is resistant to radiant damage. the angel in this guise can make a DC 17 Intelligence
Successfully attacking the angel with a flask of holy water (Investigation) check to determine that it is under an
suppresses this resistance for 1 hour. illusory effect.

Jagged Form. A creature that touches the angel or hits it


with a melee attack while within 5 feet of it takes 5 (2d4)
piercing damage.

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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

Devil’s Sight. Magical darkness doesn’t impede the


spider’s darkvision.

Spider Climb. The spider can climb difficult surfaces,


including upside down on ceilings, without needing to
make an ability check.

Web Walker. The spider ignores movement restrictions


caused by webbing.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.


Hit: 21 (3d10 + 5) piercing damage plus 13 (3d8) necrotic
damage. The target’s hit point maximum is reduced by an
amount equal to the necrotic damage taken, and the spider
regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if its hit
point maximum is reduced to 0.

Bonus Actions

Feast. The spider feasts on the corpse of one enemy


within 5 feet of it and instantly regains 16 (3d10) hit points.

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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.

Armor Class: 18 (natural armor)


Hit Points: 157 (15d10 +75)
Actions
Speed: 30 ft
Multiattack. The butcher makes two attacks with its
cleaver. It can use Hellfire Meathook in place of one
STR DEX CON INT WIS CHA cleaver attack and uses Reel In, if a creature is grappled
20 (+5) 15 (+2) 21 (+5) 13 (+1) 15 (+2) 15 (+2) by its hook.

Hellfire Cleaver. Melee Weapon Attack: +9 to hit, reach 5


Saving Throws: CON +9, WIS +6 ft., one target. Hit: 21 (3d10 + 5) slashing damage plus 14
Skills: Intimidation +9, Perception +6 (4d6) fire damage.
Damage Resistances: cold, necrotic; bludgeoning, piercing,
Hellfire Meathook. Ranged Weapon Attack: +9 to hit, reach
and slashing from nonmagical attacks that aren’t silvered
30 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus
Damage Immunities: fire, poison
14 (4d6) fire damage. The target is grappled (escape DC
Condition Immunities: poisoned
15). Until this grapple ends, the target is restrained and
Senses: Darkvision 120 ft., passive Perception 16 takes 9 (2d8) piercing damage + 7 (2d6) fire damage at
Languages: Common, Infernal, Telepathy 120 ft. the start of each of its turns. The butcher can’t use the
Challenge: 11 (7,200 XP) Proficiency Bonus +4 meathook on another target as long as a creature is
grappled by it.

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.

Hellfire Weapons. The butcher’s weapon attacks are magical.


When the butcher hits with any weapon, the weapon deals an
extra 4d6 fire damage (included in the attack).

Imposing. The legionnaire uses its Strength modifier when


making an Intimidation skill check (included above).

These giant, hulking, decomposing fiends are servants of


Mistress of Blood. Like all members of the Hellfire Legion,
they are conditioned into blind obedience and only work for
their Mistress or her lieutenants.

Grotesque Brutes. Hellfire butchers are great, lumbering,


grunting hulks. They smell noticeably of blood and rotting
flesh, and can be detected by this scent from far off. Butchers
have few uses for words. The rattle of their chains and the
scraping of their cleavers and meat hooks speaks for them.

Gruesome Artisans. Butchers meticulously carve apart


the usable body parts of their victims and dispose of the
rest in the corpse wastes. The useful body parts will then be
repurposed for new Hellfire Legionnaires after rearrangement.

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Hellfire Handmaiden
Medium Fiend (Devil), Lawful Evil

Armor Class: 15 (natural armor)


Hit Points: 75 (12d8 + 24)
Speed: 30 ft

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 15 (+2) 15(+2) 15 (+2) 18 (+4)

Saving Throws: INT +6, WIS +5, CHA +7


Skills: Deception +7, Intimidation +6
Damage Resistances: cold, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t silvered
Damage Immunities: fire, poison
Condition Immunities: blinded, charmed, frightened, poisoned
Senses: Darkvision 120 ft., passive Perception 12
Languages: Common, Infernal, Telepathy 120 ft.
Challenge: 7 (2,900 XP) Proficiency Bonus +3
The handmaidens are the essential minions of the Mistress of Blood.
She employs them as messengers, spies, envoys, ambassadors, and
Devil’s Sight. Magical darkness doesn’t impede the
whatever other roles she requires to enact her various plots and
handmaiden’s darkvision. machinations. The handmaidens are versatile and efficient.
Hellfire Weapons. The handmaiden’s weapon attacks are
magical. When the handmaiden hits with any weapon, Emissaries of the Mistress. Handmaidens are the most likely
members of the Legion to be found outside of Lev’goraz or in the
the weapon deals an extra 3d6 fire damage (included
company of other Lords of the Nine. The Mistress of Blood rarely
in the attack).
leaves her own plane, so when she must deal with other devils, she
Magic Resistance. The handmaiden has advantage on saving prefers to send her handmaidens.
throws against spells and other magical effects.
Blood Stitchers. Most hellfire handmaidens are employed to
Innate Spellcasting. The handmaiden’s innate spellcasting animate the soldiers for the Hellfire Legion. The handmaidens know
ability is Charisma (spell save DC 15, +7 to hit with spell the secrets of blood magic that are used to transfer souls out of soul
attacks). The handmaiden can innately cast the following coins and into newly made hellfire legionnaires. They were taught this
spells, requiring no material components: knowledge by the Mistress of Blood and would rather die than reveal
their master’s secret.
At will: detect thoughts
2/day: crown of madness
1/day: confusion
VARIANT
Actions Chain Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 8 (2d4 + 3) slashing damage. If the target is a
Multiattack. The handmaiden makes two melee attacks. creature other than an undead or a construct, it must succeed
It can use Blood Bolt in place of any melee attack. on a DC 17 Constitution saving throw or lose 7 (2d6) hit points
Hellfire Saber. Melee Weapon Attack: +6 to hit, reach 10 ft., at the start of each of its turns due to an infernal wound.
one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6) Each time the handmaiden hits the wounded target with this
fire damage. attack, the damage dealt by the wound increases by 7 (2d6).
Any creature can take an action to staunch the wound with a
Blood Bolt. Range Spell Attack: +7 to hit, reach 120 ft., successful DC 12 Wisdom (Medicine) check. The wound also
one target. Hit: 8 (1d6+4) piercing plus 13 (2d8+4) closes if the target receives magical healing.
necrotic damage and the next attack roll made by the
target before the end of the handmaiden’s next turn has
disadvantage.

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Hellfire Legionnaire
Broken Celestial Variant
Medium Fiend (Devil), Lawful Evil

Armor Class: 16 (natural armor)


Hit Points: 75 (10d8 +30)
Speed: 30 ft

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 17 (+3) 8 (-1) 13 (+2) 7 (-2)

Hellfire Legionnaire Saving Throws: CON +6, WIS +5


Medium Fiend (Devil), Lawful Evil Skills: Intimidation +8, Survival +5
Damage Resistances: necrotic, radiant; bludgeoning, piercing,
Armor Class: 16 (natural armor) and slashing from nonmagical attacks that aren’t silvered
Hit Points: 75 (10d8 +30) Damage Immunities: fire
Speed: 30 ft Condition Immunities: charmed, frightened, poisoned
Senses: Darkvision 120 ft., passive Perception 12
STR DEX CON INT WIS CHA Languages: Celestial, Common, Infernal, Telepathy 120 ft.
18 (+4) 15 (+2) 17 (+3) 8 (-1) 13 (+2) 7 (-2) Challenge: 7 (2,900 XP) Proficiency Bonus +3

Saving Throws: CON +6, WIS +5


Devil’s Sight. Magical darkness doesn’t impede the
Skills: Intimidation +7, Survival +5 legionnaire’s darkvision.
Damage Resistances: cold, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t silvered Hellfire Weapons. The legionnaire’s weapon attacks are
magical. When the legionnaire hits with any weapon, the
Damage Immunities: fire, poison
weapon deals an extra 3d6 fire damage (included in the
Condition Immunities: poisoned
attack).
Senses: Darkvision 120 ft., passive Perception 12
Languages: Common, Infernal, Telepathy 120 ft. Imposing. The legionnaire uses its Strength modifier when
Challenge: 6 (2,300 XP) making an Intimidation skill check (included above).
Proficiency Bonus +3
Magic Resistance. The legionnaire has advantage on saving
throws against spells and other magical effects.
Devil’s Sight. Magical darkness doesn’t impede the
legionnaire’s darkvision. Spiked Body. A creature that touches the legionnaire or hits
it with a melee attack while within 5 feet of it takes 7 (2d6)
Hellfire Weapons. The legionnaire’s weapon attacks are
piercing damage.
magical. When the legionnaire hits with any weapon, the
weapon deals an extra 2d6 fire damage (included in the Regeneration. The legionnaire regains 10 hit points at the start
attack). of its turn and if it has at least 1 hit point. If the legionnaire
takes necrotic damage this trait doesn’t function at the start of
Imposing. The legionnaire uses its Strength modifier when
its next turn.
making an Intimidation skill check (included above).

Magic Resistance. The legionnaire has advantage on saving Actions


throws against spells and other magical effects.

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.

Multiattack. The legionnaire makes two Hellfire


Halberd attacks.
Legion Footsoldiers. Made out of miscellaneous body
Hellfire Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., parts and transfused with the tortured soul of a being lost to
one target. Hit: 8 (1d10 +4) slashing damage plus 7 (2d6) the hells, the hellfire legionnaires are the foot soldiers of the
fire damage. Hellfire Legion. Mindless and subservient to their makers,
they are kept in a state of perpetual decay by the corrupting
influence of the hellfire iron shards that are hammered into
Hellfire legionnaires are terrifying sights to see on the their spiked bodies.
battlefield. Built of the remains of the dead and the Legion’s
victims, legionnaires have the appearance of rotting, Broken Celestials. Sometimes a lone angel is captured
mismatched corpses, bearing festering wounds and marks that on the field of battle and subjected to the same treatment.
they pay little attention to. Corroding metal masks obscure When this angelic victim joins the forces of the Mistress as a
their faces and their bodies are pireced all over legionnaire, its divinity has been wholly snuffed out.
with gore-streaked shards of hellfire iron. The only hints left as to the legionnaire’s original form
are the festering stumps of its removed wings, and a
flaming crown in the parody of a halo.

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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:

At will: detect thoughts, crown of madness, suggestion

1/day each: confusion, mass suggestion

Temptresses superficially resemble the average succubi: lovely,


winged, horned, and cloven footed. Unlike most succubi, the
temptresses ofthe Hellfire Legion are not overly concerned
with their looks or any need to seduce or trick their victims.
As the Mistress’ premiere torturers, they work in the torture
halls of the prison plane and are often splatted with the grisly
remnants of their work.

Infernal Re-educators. Hellfire temptresses are the


orchestrators of the re-education process that turns tortured
souls into new servants for the Hellfire Legions. According to
Calen al Das’hib, apprentice scrivener of the archives of Esh,
the first of these succubi were a gift to the Mistress from an
unknown prince of the hells.

Meticulous Torturers. Temptresses are dedicated and


focused in their tasks, only stopping their work when their
victim is either broken or the last piece of their soul flickers
out. At times they also serve as torturers for more robust
prisoners. In these instances, they delight in all the suffering
they can inflict, and take as much time as possible to properly
follow the Mistress’ orders.

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Blood Globule
Small Ooze, Lawful Evil

Armor Class: 10 (natural armor)


Hit Points: 27 (6d6+6)
Speed: 30 ft, 30 ft climb

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 6 (-2) 14 (+2) 5 (-3)

Saving Throws: DEX +4, CON +3, WIS +4


Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: blinded, charmed, deafened,
exhaustion, frightened, prone, grappled, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 9
Languages: none
Challenge: 2 (450 XP) Proficiency Bonus +2

Amorphous. The globule can move through a space as narrow


as 1 inch wide without squeezing.

Immutable Form. The globule is immune to any spell or effect


that would alter its form.

Spider Climb. The globule can climb difficult surfaces,


Mistress of Blood including upside down on ceilings, without needing to make
an ability check.
The Mistress of Blood rules over the prison plane of Death Burst. When the globule dies, it explodes in a burst
Lev’goraz. The plane itself is a maze of jagged mountains,
of necrotic energy. Each creature within 5 feet of it must
torture chambers, slaughterhouses, furnaces, arenas, and, of
make a DC 12 Dexterity saving throw, taking 10 (3d6)
course, prison cells. The Mistress rules her domain through
the direction of her hoards of handmaidens, butchers, and necrotic damage on a failed save, or half as much damage on
legionnaires, who keep the incarcerated souls and devils of a successful one. Creatures that the globule is attached to
her domain in constant, excruciating torment. when it dies automatically fail this saving throw

Even for an archdevil, the Mistress is untrusting and Actions


controlling. It is not enough for her servants to swear their
loyalty to her: she prefers to secure perfect loyalty through
torture, physical restraints, and vicious re-education Drain Blood. Melee Weapon Attack: +4 to hit, reach 5 ft., one
programs. In this way the Mistress forms a body of target. Hit: 12 (3d6 + 2) necrotic damage, the globule regains
mercenary soldiers whose loyalty is to her first and foremost. hit points equal to that amount and the globule attaches to
the target. While attached, the globule takes only half damage
One may acquire the service of the Mistress’ notorious dealt to it (round down), and the target takes the remaining
mercenaries by petitioning and striking a bargain with
damage. While attached the globule also can’t attack, and at
her. Anyone who does so should know, however, that the
the start of each of the globule turns, the target takes 12
Mistress’ words are law to her legions: an order given to the
legion by the Mistress cannot be superseded. (3d6 + 2) necrotic damage and the globule regains hit points
equal to that amount.
The Mistress of Blood is known to provide the services of
The globule moves with the target whenever the target
her prisons and legions to other Archdevils, but these are not
moves, requiring none of the globule movement. The globule
the only things her fellow lords of Hell covet. The means by
which she makes such effective and loyal servants, and her can detach itself by spending 5 feet of its movement on its
methods of corrupting celestials, are closely guarded secrets turn. A creature, including the target, can use its action to
that other Archdevils would gladly break her monopoly on. detach the globule.

10
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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