Great Evils of the Underworld – Killer Fiends

Image result for inferno town Magic III

Behold, The Lower Planes!  These are places of divine punishment, the quarantine zones for the foulest evil next to Ravenloft, these lower planes are the birthplace of The Fiends and so much more.  It is inhospitable, destructive and the ultimate test upon the good soul!  Petitioners who find themselves upon these planes more often than not deserve their grim fates.  Those who fell into these lands of evil?  Far more sympathetic.  Many were merely curious travelers and clueless primers; now burning against the fiery walls of The Hells or within the acid swamps deep in Carceri.  – Ramon DeLeon, Plane Traveling bard

Within the Great Wheel, there are countless forces embodying equally countless ideas and visions.  Within the Lower Planes, evil thrives.  The Lower Planes contain Baator (the Nine Hells), The Smoking Towers of Gehenna, The Grey Wastes of Hades, The Tartaran Prisons of Carceri and the Endless Layers of the Abyss.  To some, the Eternal Battlefields of Acheron and the Howling Tunnels of Pandemonium certainly count too.  Whether or not they’re accounted for, the rest of this linked macrocosm is the most interaction forms of evil one could hope to find.  The Lower Planes are the home to true oppression, savagery, malice and more.  Each fiendish creature has their own way of causing ruin to all around them.

The powers of the Lower Planes are simply evil incarnate.  The Primer usually has a surface level idea of what horrors lie beneath.  Sure, some make their holy orders to fight off whatever might spill onto the prime, but that’s a mere trickle compared to the raging torrent on the Outer Planes.  Devils, Demons and other fiends have more than earned their dark reputations.  Even those who have prepared to take on these twisted adversaries have found themselves either falling in battle or falling in principles.  The pull of Evil is sometimes that strong.  Careful on your own journeys.

Author’s Note: FIENDS!  A lot of this post was because of the latest adventure for 5th Edition.  While I wasn’t a fan of the recent module, “Baldur’s Gate: Descent into Avernus”, I always look for an excuse to tackle all means of demons, devils and more.  So, there you have it!  So, let’s dive into the worst places imaginable to ring in 2020!  As the new year continues, let us descend into the void.  Well, in gaming, at least.

EDIT: The url was “__trashed”?  Aww, come on!  I’m usually better at spotting things than that.  But, the cat’s out of the bag.  I originally wasn’t gonna do this.  But, I’m glad I changed my mind.  I don’t wanna screw with the URL though, as it’ll mess up all links.



Feral Wyld Alpha

Image result for beastly demon

The demonic mutants of the Feral Wyld showcase the most brutal and hateful aspects of nature.  Those who prove themselves gain the boon of true fiendishness.  These are among the chosen.  These monstrous “wyld alphas” can be described as a bio-weapon composed of dangerous plants and animals, bashed into a bipedal demon form.  No two alphas are the same.

Plane of Origin: The Abyss – Ill-content with existing on the horrible demiplane that spawned them, these demonic horrors returned the favor by venturing into the abyss.  From there, they grew stronger under the influence of their masters’ home plane.  Their plan is to transfer their original demiplane into its own abyssal layer.  So far, a number of patrons have responded with genuine interest.  However, a number of non-demonic influences chafe at the thought of losing their creation.

Large fiend (demon), chaotic evil

Armor Class 15 (natural armor)

Hit Points 78 (12d10 + 12)

Speed 40 ft.; (see below)

STR 17 (+3) DEX 15 (+2) CON 12 (+1) INT 7 (-2) WIS 14 (+2) CHA 5 (-3)

Saving Throws Constitution +4

Skills Acrobatics +5, Athletics +6, Perception +5, Survival +5

Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing damage from non-magical weapons

Damage Immunities poison

Condition Immunities frightened, poisoned

Senses Truesight 60ft., passive Perception ##

Languages Abyssal, Sylvan, Telepathy 60 ft.

Challenge 6 (2,300 XP)

Magical Weapons.  The demonic beast’s attacks are considered magical.

Savage Barrage (Recharge 6).  As a bonus action, the Feral Wyld Alpha may make up to one more attack during its turn.  Should this attack hit, it adds an additional 18 (4d8) damage on top of that.

Wyld Adaptation.  The Feral Wyld Alpha has also received an extra boon to better their survival amidst the harsh abyssal layers beyond.  In addition to their normal traits, they gain one extra trait.  Once chosen, it can only be changed after 24 hours have passed:

  • Aquatic – The alpha can breath underwater and gains a swim speed equal to land speed.
  • Earth Rending Claws – The alpha gains both a climb and burrow speed equal to land speed.
  • Magic Sense – While using a Wisdom (Perception) check to sense out creatures, it can also be alerted to the presence of magic, as per the Detect Magic spell.
  • Predator Sight – The alpha gains darkvision out 120 ft.  In addition, this darkvision can see through magical or unnatural darkness.
  • Snapping Jaw –  Upon hitting with a successful bite attack, the target is also grappled.  In addition, all checks made to grapple with jaws are made with advantage and attempts for targets to escape are made with disadvantage.


Multiattack.  The Feral Wyld Alpha may attack three times per round.

Ripping Slash.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 11 (2d8 + 2) slashing damage.

Piercing Gnaw.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 10 (2d6 + 3) piercing damage.

Pounding Slam.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 10 (2d6 + 3) bludgeoning damage.




Ministry Daemon (Bureauloth)

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While a step below the Greater Yugoloth, the Ministry Daemon is a force for endless warfare and endless conflict; the perfect helpers for the Blood War!  As bloated as the bureaucrats and corrupt leaders that it loves to influence, this sloshing and hideous monstrosity enjoys spreading division and anguish, while disguising itself to help enact and plot out war.  More than anything, the obese looking semi-humanoid loves to see the creatures of the Material succumbing to hatred and desires to launch attacks.  Likewise, it loves to adorn itself with the fanciest and most decadent garb possible, if only to gain influence among easily manipulated mortals.

Plane of Origin: Gehenna – While not busy trying to undermine others through corrupt bureaucratic action, they work underneath the Arcanaloths/Arcanadaemons, devising new ways to subvert and exploit.  Considering the Arcanaloth involvement in the planar lawyer business of daemon-kind, the Ministry Daemon is a creature of direct politics when actively on duty.  While not a direct part of the Blood War battlefield, their expertise in multiversal politics has made them useful to the hierarchy of the daemons, even if they aren’t accepted as Greater ranking, yet.

Large fiend (yugoloth), neutral evil

Armor Class 15 (natural armor)

Hit Points 60 (7d10 + 21)

Speed 20 ft.

STR 16 (+3) DEX 8 (-1) CON 16 (+3) INT 19 (+4) WIS 14 (+2) CHA 14 (+2)

Saving Throws Dexterity +2

Skills Arcana + 7, Deception +8, Persuasion +8

Damage Resistances cold, fire, lightning

Damage Immunities acid, poison

Condition Immunities poisoned

Senses Truesight 120 ft., passive Perception 12

Languages All, Telepathy 120 ft.

Challenge 5 (1,800 XP)

Alternate Disguise.  As an action, the Bureauloth can alter its form to look more humanoid.  Its fiendish features disappear until it chooses to reveal itself, also as an action.

Appealing Leader.  The Bureauloth is an expert at weaving words to appeal to the masses.  While giving a speech or aiding someone in political endeavors, all Charisma checks are rolled with advantage.

Innate Spellcasting.  The Bureauloth is capable of casting magical spells innately, using Intelligence (DC 15, +7 to hit) as its casting modifier.  It may cast the following, without the need for material components:

  • At-will.  fire bolt, misty step
  • 1/day. fireball, scorching ray, skill empowerment


Multiattack.  The Bureauloth may attack with Slamming Girth or Royal Axe twice per round.

Royal Axe.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 14 (3d6 + 3) slashing damage.  The target must make a DC 14 Constitution saving or take disadvantage on their next attack roll.

Slamming Girth.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 14 (2d10 + 3) bludgeoning damage.  The target must make a DC 14 Strength saving throw or be pushed back 10 ft. and fall prone.

Flame Toss.  Ranged Weapon Attack: +6 to hit, range 60 ft./120 ft., one target.  Hit: 22 (4d10) fire damage.



Infernal General

Image result for coming curse iced earth art

Modified and bolstered devils.  They resemble a mockery of a bandaged hero readied for burial.  However, their fiendish natures, as well as their massive size, shine through.  Their purpose is to gather, create and enact advanced military tactics.  Above all, they desire to conquer, suppress and sacrifice all that their units come across.  They represent the most evil desires of warmongers and imperialistic conquerors.  While they are impressive leaders, they are equally destructive combatants.  Many will command from front lines, in an effort to strengthen their own units against foes.

Plane of Origin: Baator – While the Infernal General is typically deployed onto particularly active points of the Blood War, they still serve as strategic planners for the defense and enhancement of the plane of Baator itself.  While trust does not exist among devils, reliability in the realms of warfare, strategy and tactics have made this form of devil an essential asset.  In truth, they were spawned from a race of giants that intentionally aligned themselves with the forces of Baator.  This legion of beings traversed the planes beyond to enact all acts of brutality in the name of diabolism.  After the last of the giants were vanquished, they were all given rightful ascension in Baator as a fleet of high ranking generals.  In fact, they became a form within the hierarchy of the plane itself!

Huge fiend (devil), lawful evil

Armor Class 18 (natural armor)

Hit Points 126 (12d12 + 48)

Speed 35 ft., Fly 50 ft.

STR 22 (+6) DEX 18 (+4) CON 19 (+4) INT 20 (+5) WIS 17 (+3) CHA 23 (+6)

Saving Throws Strength +11, Constitution+9, Wisdom +8

Skills History +15, Religion +10, Intimidation +11, Perception +13, Persuasion +11, Survival +8

Damage Resistances cold, psychic; bludgeoning, piercing and cold damage from non-magical weapons

Damage Immunities fire, poison

Condition Immunities charmed, frightened, poisoned

Senses Truesight 120 ft., passive Perception 23

Languages All, Telepathy 120 ft.

Challenge 16 (15,000 XP)

Aura of Unrelenting Battle.  While within 60 ft. of the Infernal General, all allies are immune to charm and fear effects.  In addition, they are granted Magical Resistance, if they did not have it already.

Hell’s Warlord.  Once per round, the Infernal General can bolster an allied creature within 60 ft. of it, as a bonus action.  That creature may add 1d8 to an attack roll, ability check or saving throw.  The general may only grant this benefit to one creature at a time.  Using this ability again before the previous target used their bonus will cause the old bonus to go away.

Magical Attacks.  Attacks made by the Infernal General are considered magical for purposes of resistance and immunity.

Magical Resistance.  The Infernal General has advantage on all saving throws against spells and other magical effects.


Multiattack.  The Infernal General may use its Slayer’s Axe up to three times per round.

Slayer’s Axe.  Melee Weapon Attack: +11 to hit, reach 10 ft., up to two targets within reach within 5ft. of each other.  15 (2d8 + 6) slashing plus 7 (2d6) fire damage.

Infernal Death Curse.  Ranged Spell Attack: +11 to hit, range 80 ft., one target.  Hit: 27 (5d10) necrotic damage plus 27 (5d10) fire damage.  The target must make a DC 19 Constitution saving throw.  Upon failure, all death saving throws are made at disadvantage and the target cannot regain hit points from healing.  Being targeted by a Dispel Magic spell will remove this.

Focus Fire (1/day).  The Infernal General orders allies to focus attacks, while hexing a target within 60 ft.  The target must make a DC 19 Charisma saving throw.  Upon failure, they grant advantage to all allies of the Infernal General for 1 minute.  However, a Remove Curse spell will end this effect early.



Warden of the Void

Image result for chain monster

Wispy, trailing with acidic vapor, these creatures slink around passages between unholy chambers and holding cells.  They are both watcher and tormentor.  These grim jail wardens patrol the grounds to further ensure that any captives have no hope of ever breaking free.  These lanky forms are akin to the demodands also native to the plane.  However, they might just be a separate creature all together.  Their almost spirit-like form sets them apart from others.  It’s not really known.

Plane of Origin: Carceri – True spawns of the plane.  They often patrol parts of the plane to ensure that the trapped and the damned experience both the true essence of the plane as well as ensure that no one thinks about escape.  These mad wardens are typically not found on other planes, at least for these reasons.

Medium fiend (demodand), neutral evil

Armor Class 14 (natural armor)

Hit Points 52 (8d8 + 16)

Speed 30 ft., climb 30 ft.

STR 17 (+3) DEX 10 (+0) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 7 (-2)

Skills Perception +5

Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing damage from non-magical weapons

Damage Immunities acid, poison

Condition Immunities poisoned

Senses Blindsight 60 ft., passive Perception 15

Languages Common, Abyssal, Infernal

Challenge 3 (700 XP)

Drag and Rake.  If a creature is hit by a Dragging Chains attack and fails their Dexterity saving throw, causing them to be pulled within 5 ft. of the monster, the Warden may use a bonus action to make a Claws attack.


Multiattack.  The Warden may attack with Chain Whip or Dragging Chains twice per round.

Dragging Chains.  Ranged Weapon Attack:  +5 to hit, range 30 ft., one target.  Hit: 8 (1d10 + 3) bludgeoning damage.  The target must make a DC 13 Strength saving throw or be grappled and dragged up to 30 ft. (ending within 5 ft. of the warden).

Chain Whip.  Melee Weapon Attack: +5 to hit, reach 10 ft., one target.  Hit: 12 (2d8 + 3) bludgeoning damage.

Claws.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 7 (1d8 + 3) slashing damage.

Conjure Cage (Recharge 5 or 6).  The Warden summons a 10 x 10 cage, capable of holding one large creature or four medium creatures.  However, a DC 13 Dexterity saving throw negates further effects, moving the target 5 ft. away as well.  Creatures that fail the saving throw cannot move outside of the cage without magical intervention.  While in the cage, all creatures outside of it are granted 3/4 cover.  Likewise, the victim is granted the same bonus from outside creatures.  Teleporting or using other magic to escape causes the target to take 5 (2d4) force damage as they leave the magical cage.  This cage can last up to 8 hours or until the warden uses it on another target.  Killing the warden will make the cage vanish.




IMAGE CREDITS: New World Computing – Heroes of Might and Magic III Inferno Town; From Software – Fat Minister, Cleric Beast; Iced Earth – Great Heathen Army; nJoo – Chain Spirit

Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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