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1[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\
2''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]''\
3''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNToO N to O]] | [[Characters/DungeonsAndDragonsCreaturesPToQ P to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | '''Demons''' | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \
4''[[Characters/DungeonsAndDragonsDeities Deities]]''\
5''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\
6''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms | Characters/{{Greyhawk}} | Characters/{{Planescape}} | Characters/{{Ravenloft}} | Characters/{{Spelljammer}} ]] -]]]
7
8Outsiders native to the Abyss, the plane exemplifying the ChaoticEvil alignment, and ''exactly'' as nasty as that seems. Demons are a blanket term for all creatures native to the Abyss, and there are three notable subspecies; Tanar'ri, Obyriths and Loumara.
9
10[[foldercontrol]]
11----
12[[folder:Demons in General]]
13* ApocalypseHow: A successful demon incursion will result in a class 4. The world will still exist, but it will be dragged into the Abyss and conquered by demons. All life will adapt or die. Or adapt and ''then'' die; the Abyss is equal-opportunity about murder.
14* AsskickingLeadsToLeadership: Demons get stronger by killing things, and the various demon lords have been killing for a ''long'' time. Appeal to force is the only kind of authority demons respect: a weak demon obeys a stronger one because the stronger one can annihilate it if it doesn't. Currently, the strongest among them is the Demogorgon.
15* ContinuingIsPainful: Like most outsiders, demons can only be destroyed for good on their home plane. However, while a demon who is killed on another plane will eventually reincarnate back in the Abyss, they run the risk of returning to the general pool of demonspawn and ending up "demoted" to a lesser form of demon for their failure.
16* DemonOfHumanOrigin: Some demons are born from the souls of particularly evil people, and others are people who became trapped in the Abyss and were corrupted by its evil. These are the minority, however: most demons just spring fully formed from the stuff of the Abyss itself.
17* EnemyCivilWar: One of the reasons the Devils can fight the Blood War to a stalemate despite the demons' massive numbers advantage is that demons hate other demons as much as they hate everything else; getting together a demon army is basically an exercise in throwing enough demons at a problem that the survivors from various squabbles are still a threat to whoever you're fighting.
18* DimensionLord: Every demon lord rules at least one layer of the Abyss and can reshape it to their will. The mightiest of them rule multiple layers.
19* GreatOffscreenWar: The Upheaval, which resulted in the current status quo within the Abyss. Back in the Age Before Ages, when the great conflict of the multiverse was between Law and Chaos and the Abyss was ascendant, the forces of the Queen of Chaos suffered a shocking defeat on the world of Oerth when her champion, Miska the Wolf-Spider, was sealed in Pandemonium by the Rod of Seven Parts. Her alliance of obyriths fractured, their tanar'ri servitors revolted, and an eladrin warhost took advantage of the anarchy by invading the Plain of Infinite Portals, driving the demons into the pits leading to the Abyss' other layers. When the celestials were finally driven out, the power of the obyriths was broken, and the tanar'ri began squabbling amongst themselves for control of the Abyss.
20* HellOnEarth: Demons constantly seek to invade other planes of existence, and the Material Plane is no exception. Sometimes they even succeed, which is never a good time for the hapless mortal civilizations that find themselves in the path of a rampaging demon horde. Taken to the extreme, these incursions can result in the entire realm being dragged into the Abyss, becoming a new layer.
21* TheHorde: There are functionally infinite numbers of demons, but their highly chaotic nature means that "disorganized horde" is basically the best you're ever going to get out of a demon army.
22* ItsAllAboutMe: Every demon is a self-absorbed narcissist which believes that it, and it alone, is destined to one day rule the universe. They have no empathy for other creatures, not even other demons, and cooperate with one another only when forced to by a stronger entity.
23* OurDemonsAreDifferent: Demons, or tanar'ri, are ChaoticEvil fiends from the Abyss, and want to [[OmnicidalManiac destroy everything]]. In 4E, they are corrupted elementals.%%In-universe alignment.
24* PredecessorVillain: The Queen of Chaos, an obyrith lord powerful enough to unite her kind beneath her banner, and who also secured the loyalty of the tanar'ri with the help of her consort Miska the Wolf-Spider, the first Prince of Demons. When Miska was sealed and the Upheaval wracked the Abyss, the Queen of Chaos was forced to flee to layer 14, the Steaming Fen, and hasn't emerged since.
25* PrimordialChaos: The demonologist Tulket nor Ahm asserts that the Abyss is the primordial chaos the gods imposed order upon to shape creation. The plane's native demons -- and likely [[GeniusLoci the Abyss itself]] -- greatly resent the gods for "corrupting" the purity of their chaos, and seek to tear down creation and bring the multiverse back to its original state.
26* ResurrectiveImmortality: While normally killing a demon in the Abyss is the only way to end it for good, demon princes can take this a step further and will return unless they're specifically slain in their own domains.
27* WalkingWasteland: Any demon that ends up on a plane other than the Abyss has a chance to corrupt the area immediately around it, with the corruption eventually opening a HellGate to the Abyss that more demons can come through. Fortunately, in practise, the demon would need to stay in the same spot for anything up to several years for the corruption to get bad enough for a HellGate to open, and most demons are too easily bored to stay in one spot for that long.
28* ZergRush: Demons are incredibly numerous and so chaotic and evil that this is actually amazing tactics by their standards -- at least they're directing their charge ''at the enemy''.
29[[/folder]]
30
31!Tanar'ri
32
33[[folder:Adaru]]
34[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_adaru_3e.png]]
35[[caption-width-right:350:3e]]
36->'''Challenge Rating:''' 10 (3E)
37
38Fiendish millipedes with humanoid faces, these cunning demons amass retinues of fawning lackeys that they lead into battle.
39----
40* BeastWithAHumanFace: Mostly insect, but with the disturbing fanged face of a human child.
41* BigCreepyCrawlies: An eight-foot demonic millipede scuttling on countless orange legs.
42* BloodyMurder: As they take damage, their foul blood turns the ground around them into difficult terrain, but only for non-evil creatures.
43* CharmPerson: Adarus can use ''charm monster'' three times per day, with the catch that it only affects other tanar'ri. They thus recruit their lackeys from lesser demons that can't resist their magic.
44* CreepySouvenir: They're fascinated by body parts they don't possess, and will take pieces of their victims as trophies.
45* DemonOfHumanOrigin: An adaru is spawned each time a mortal tells a lie with grave consequences, and the demon will sometimes attempt to track down the mortal that created them to reward the mortal with endless torment.
46* ManipulativeBastard: Beyond their ''charm'' ability, adarus are adept liars and manipulators who can easily control the weak-willed with false promises.
47* PoisonousPerson: They constantly emit a vile mist that bolsters evil creatures while sickening others.
48* WeHaveReserves: For all their cunning in battle, adarus are careless when expending the lives of their minions, and will giggle to themselves even in losing fights as their lackeys die around them.
49[[/folder]]
50
51[[folder:Alkilith]]
52[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_alkalith_5e.png]]
53[[caption-width-right:350:5e]]
54[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_alkalith_3e.png[[/labelnote]] ]]
55->'''Challenge Rating:''' 14 (3E), 11 (5E)
56
57Mold-like fiends that grow around gateways and openings in the Material Plane, and if left unchecked will create a portal to the Abyss.
58----
59* AcidAttack: If forced to fight, an alkilith can lash its foes with acidic CombatTentacles.
60* AlienKudzu: They ''are'' alien kudzu. While other demons exist to lure mortals to the Abyss, alkiliths exist to bring the Abyss to the Material Plane.
61* BlobMonster: They mostly appear as masses of demonic mold, but in some editions can assume a vaguely-humanoid shape of acidic corruption contained in a cracked, leathery coating.
62* BrownNote: Being close to an alkilith can cause creatures to become distracted by the demonic buzzing in their heads, or at worst become ''confused'' and act randomly.
63* EvenEvilHasStandards: ''Mordenkainen's Tome of Foes'' notes that most demon cultists refuse to summon alkiliths, due to the danger of the fiends creating an unchecked Abyssal portal. Meanwhile, other demons fear alkiliths because most tanar'ri have no innate protection against their acidic attacks.
64* {{Hellgate}}: They can open these independently, which is what makes them so dangerous.
65[[/folder]]
66
67[[folder:Armanite]]
68[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_armanite_5e.png]]
69[[caption-width-right:350:5e]]
70->'''Challenge Rating:''' 7 (3E, 5E)
71Centaur-like fiends which serve as the heavy cavalry of a demonic horde.
72----
73* BewareMyStingerTail: An armanite's tail ends in a serrated blade like that of a sword.
74* BloodKnight: Armanites are vicious and obsessed with combat, fighting any potential foe they find and turning on each other if no better target presents itself. More powerful demons find them useful as shock troops for this purpose, as they're brave to the point of insanity and terrifyingly savage.
75* OurCentaursAreDifferent: Armanites are demons with a horse-like body below the waist and a humanoid torso above it.
76* NaturalWeapon: Armanite bodies bristle with tools for killing, including horns, wicked talons, sharp hooves and serrated blades on their tails.
77* PrivateMilitaryContractors: Bands of armanites, led by commanders alternately known as pathwardens and knechts, serve as mercenary companies in the Blood War, marching beneath the banner of the demon lord currently employing them. But being creatures of chaos, armanites are known to switch sides should they ever lose their current employer's banner, and if they're given orders they dislike, they'll quit the field.
78* ShockAndAwe: Against tough enemies, armanites can call on their innate magic to loose bolts of lightning, or add electricity damage to their weapon attacks.
79[[/folder]]
80
81[[folder:Arrow Demon]]
82[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arrow_demon_3e.jpg]]
83[[caption-width-right:350:3e]]
84->'''Challenge Rating:''' 7 (3E)
85
86Humanoid demons with an extra set of arms and the skill to use a pair of oversized longbows to devastating effect.
87----
88* DepletedPhlebotinumShells: Arrow demons are sometimes equipped with adamantine, cold iron, or silvered arrows, depending on what they need to overcome the DamageReduction of their enemy.
89* MoreDakka: A non-gunpowder example. Arrow demons can shoot both bows after moving, or take a full attack action for a whopping four shots. Since these are Large-sized weapons, and composite ones at that, arrow demons can potentially deal 72 points of damage in a single round of shooting, even without the benefit of a CriticalHit.
90* MultiArmedAndDangerous: Arrow demons have four arms each, allowing them to DualWield longbows.
91[[/folder]]
92
93[[folder:Artaaglith]]
94[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_artaaglith_3e.jpg]]
95[[caption-width-right:320:3e]]
96->'''Origin:''' ''Ghostwalk''\
97'''Challenge Rating:''' 6 (3E)
98
99Satyr-like servitors of Orcus, who serve as captains in his armies of undead.
100----
101* BarbaricBattleaxe: [[UnreliableIllustrator Despite being depicted carrying some sort of flail]], artaagliths wield battleaxes inscribed with enough symbols of death to serve as their divine focus for spellcasting.
102* GruesomeGoat: They're commonly called "goat demons," though their heads are actually those of hairless rams.
103* {{Necromancer}}: Artaagliths can cast spells and command undead as if they were 5th-level clerics with the Evil and Undeath domains, and they also know spell-like abilities such as ''animate dead'', ''death knell'' and ''desecrate''. They prefer to hang back and let their minions do the direct fighting, while the artaaglith uses its cleric abilities to bolster the undead, occasionally dropping a ''stinking cloud'' on a mixed combat.
104[[/folder]]
105
106[[folder:Babau]]
107[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_babau_5e.jpg]]
108[[caption-width-right:350:4e]]
109->'''Challenge Rating:''' 6 (3E), 13 (4E), 4 (5E)
110
111Gaunt fiends with the cunning of devils but the bloodthirst of demons.
112----
113* CoveredInGunge: Prior to 5th edition, babaus secreted an [[AcidAttack acidic slime]] while in combat, the effects of which vary by edition, either protecting the babau from piercing and slashing attacks (2E), corroding any weapons that touch the babau (3E), or just harming adjacent attackers (4E).
114* DeadlyGaze: Their magical gaze saps the strength of their target.
115* FertileBlood: According to 4th and 5th Edition, babaus were born from the blood of Graz'zt when the Archduchess Glasya struck him in close combat, only for the newborn demons to help drive her from the field.
116* HornedHumanoid: A babau has a single horn growing from the back of its head, which curls forward like a scorpion's tail.
117* LeanAndMean: They are tall and skinny, and vicious even by the standards of demons.
118* PressGanged: Babaus not serving a particular demon lord as spies or assassins tend to roam the Abyss, rounding up "recruits" for the Blood War. This can lead lesser demons to band together and try to kill babaus, but greater tanar'ri may come to the babaus' aid out of recognition for their important role in the war against the devils.
119[[/folder]]
120
121[[folder:Balor]]
122[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balor_5e.png]]
123[[caption-width-right:350:5e]]
124->'''Challenge Rating:''' 20 (3E), 27 (4E), 19 (5E)
125
126The dreaded lords of the Abyss, and the highest a demon can go before evolving into a unique form, most likely as a Demon Prince in its own right.
127----
128* BigRedDevil: Balors are towering demons with horned heads, large wings, hoofed feet and bright red skin.
129* DefeatEqualsExplosion: Killing one for good in the Abyss results in a powerful explosion.
130* EliteMook: They're designed to be among the top tier demons one can encounter. A single Balor is strong enough that it can take hordes of enemies down before being weakened amd slain.
131* {{Expy}}: They're based on the Balrogs from ''Literature/TheLordOfTheRings'', with whom they share their appearance, an association with fire and a preference for flaming swords and whips, to the point of being explicitly named that in early editions before the Tolkien estate threatened lawsuits.
132* FlamingWeapon: Balor weapons, usually swords and whips, are coated in ever-burning fire.
133* TakingYouWithMe: When a balor dies in battle, it releases a powerful explosion within the area it was slain, the intent seemingly being to ensure whoever slew it cannot escape.
134* WhipOfDominance: Balors are one of the greatest demons of the Abyss aside from outright {{Demon Lords|AndArchdevils}}, {{Dual Wield|ing}} a sword and flaming whip in combat. It's a nod to both their command over lesser demons and [[Franchise/TolkiensLegendarium the balrogs]] that inspired them.
135* WreathedInFlames: Balors are constantly wreathed in fire, burning anyone they drag into melee combat with them.
136[[/folder]]
137
138[[folder:Bar-lgura]]
139[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_barlgura_5e.png]]
140[[caption-width-right:350:5e]]
141->'''Challenge Rating:''' 5 (3E), 8 (4E), 5 (5E)
142
143Primate-like demons that excel at snatching victims.
144----
145* HiddenElfVillage: Their ''AD&D'' lore describes isolated communities of a few hundred bar-lgura dwelling in simple tribal societies, using their weight of numbers to ensure their independence from Abyssal politics and the Blood War. There are also stories of vengeful balors singlehandedly wiping out such communities of "rebellious" tanar'ri.
146* KillerGorilla: A bar-lgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw.
147* SpellMyNameWithAnS: The name is written without a hyphen (i.e., "barlgura") in certain editions.
148* TeleportSpam: Like other powerful demons, a bar-lgura can use ''greater teleport'' at will. Unlike other demons, it can also take other creatures with it (willing or not, though unwilling targets get a Will save to avoid being abducted).
149[[/folder]]
150
151[[folder:Bulezau]]
152[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bulezau_5e.png]]
153[[caption-width-right:350:5e]]
154->'''Challenge Rating:''' 9 (3E), 3 (5E)
155
156Bloodthirsty, goat-headed fiends who spread disease.
157----
158* TheBerserker: Their ''AD&D'' rules give a bulezau a 25% chance each round of combat to fly into a berserk frenzy, gaining bonuses to attack rolls and saves at the expense of their Armor Class, as the demon refuses to stop attacking until all its opponents are dead or routed. The chance of this happening rises to 75% during rounds in which a bulezau takes damage but is unable to hit its opponent -- "They don't take failure well."
159* BewareMyStingerTail: Bulezaus have a barbed tail with which to stab their enemies. It infects the target with a supernatural disease which makes their flesh rot and develop festering boils, amongst other nasty symptoms.
160* BloodKnight: Bulezaus embody the violence inherent in nature, and eagerly fight and maul whatever beings they encounter. More powerful demons often use them as shock troops and thugs for this purpose, and bulezaus often turn on each other when deprived of other targets. This makes them ill-suited as guardians or sentries, and only an iron-willed tanar'ri commander can keep bulezaus from charging at the first enemy they see.
161* DumbMuscle: Their ''Planescape'' entry explains that a bulezau's "chief vulnerability's found in the hollow space between their ears," and the only thing dumber than one is two of the demons.
162* GruesomeGoat: They are ornery demons with the heads of goats.
163* MakeThemRot: Their mere presence inflicts necrotic damage to nearby non-demons. The more bulezaus there are, the more concentrated and deadly their rotting presence becomes.
164[[/folder]]
165
166[[folder:Cambion (3E)]]
167->'''Challenge Rating:''' 5 (standard), 6 (noble) (3E)
168
169While "cambion" is usually a generic term for half-fiends, ''Expedition to the Demonweb Pits'' introduces true cambions as a specific creature born from a tanar'ri father and a [[Characters/DungeonsAndDragonsCreaturesNtoQ planetouched]] mother (usually a [[Characters/DungeonsAndDragonsRaces tiefling]]), producing something that is less a HalfHumanHybrid than a "humanoid-touched demon". While they do not technically have the tanar'ri subtype, they have all generic tanar'ri abilities apart from summoning other demons. Cambions breed true among their own kind but prefer taking mortal partners, with the children of such unions always being tieflings.
170
171There also exist the marquis and baron cambions, a slightly stronger variety born when a demon lord or prince mates with a humanoid half-fiend.
172
173See Characters/DungeonsAndDragonsCreaturesC for the more common usage of Cambion.
174----
175* CharmPerson: Noble cambions can use the ''charm person'' spell at will, on top of being much more charismatic than the common variety.
176* DeathByChildbirth: Giving birth to a cambion always kills the mother.
177* DoppelgangerSpin: Capable of using the ''mirror image'' spell at will.
178* ExtremeDoormat: Standard cambions have -4 Wisdom and -10 Charisma. {{Averted}} for noble varieties, which get +6 Wisdom and no Charisma penalty.
179* {{Humanshifting}}: Each cambion has an alternate form as a mundane humanoid, which it may transform into once per day.
180* NativeGuide: A favoured tactic of cambions is passing themselves off as friendly experts on the planes or the Abyss in particular, which they use to trick plane-hopping adventurers into demonic ambushes.
181* OxymoronicBeing: Despite being Outsiders with the chaotic and evil subtypes like all true demons (i.e. being literally MadeOfEvil), cambions are less inherently prone to evil than even 3E tieflings, leaving them outcasts both on the Material Plane and the Abyss. Their alignment is merely "''Often'' Chaotic Evil", and on the rare occasion a cambion is born from a good-aligned mother their alignment can also be good.
182* ProfessionalKiller: A common career path - they have [[StealthExpert great stealth abilities]], Assassin as their favoured class, and the cambion in the default stat block carries doses of a paralytic poison.
183* StealthExpert: The cambion can use ''invisibility'' 7 times per day, and its "Silent Metal" ability allows it to ignore penalties on Hide and Move Silently checks from wearing armour.
184* SupernaturalFearInducer: Capable of using the ''fear'' spell at will.
185* UnevenHybrid: Cambions are the product of a demon mating with a humanoid who already has some level of otherworldly blood, producing offspring who are less than half human. This likewise means that they cannot sire half-fiends like other demons, producing tieflings instead.
186[[/folder]]
187
188[[folder:Carnevus]]
189[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_carnevus_3e.jpg]]
190[[caption-width-right:350:3e]]
191->'''Challenge Rating:''' 9 (3E)
192
193Through a special ritual, a tanar'ri can mate with a lamia noble to produce not a half-fiend lamia, but a unique species of demon which resembles two humanoid bodies squashed together, having four arms and two mouths. Carnevi have a wide range of spell-like abilities from the wizard list, though the exact spells vary from specimen to specimen. Unlike "full" demons they cannot summon more of their kind, though they breed true.
194----
195* {{Counterspell}}: A carnevus can use the counterspell version of ''dispel magic'' once per round for free, as long as it has not cast a second spell.
196* ExtraTurn: In addition to extra physical attacks with its multiple arms, a carnevus's two tongues allow it to apply the benefits of Quicken Spell and Maximise Spell to all its spells for free, the former allowing it to cast two spells per round.
197* MultiArmedAndDangerous: Has the Superior Multiweapon Fighting ability, allowing it to attack with weapons in all its hands without penalty; it also gets a special clause which allows it to attack with weapons in two of its hands as a standard action.
198[[/folder]]
199
200[[folder:Cerebrilith]]
201[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_cerebrilith_3e.png]]
202[[caption-width-right:350:3e]]
203->'''Challenge Rating:''' 10 (3E)
204
205These hunched demons augment their natural magic with psionic power, and are often employed by other tanar'ri to counter mortal psionicists.
206----
207* MyBrainIsBig: Not only is a cerebrilith's brain exposed though the gaps in their ribcage-like skulls, said brain is so large that it extends down much of their spine.
208* NoNeckChump: As a result of the above, they don't have a functional neck.
209* PsychicPowers: The only demon devoted to them. They particularly enjoy extracting and studying the brains of defeated psionic enemies, in hopes of gaining new insights into the psionic arts.
210[[/folder]]
211
212[[folder:Chasme]]
213[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_chasme_5e.png]]
214[[caption-width-right:350:5e]]
215->'''Challenge Rating:''' 10 (3E), 14 (4E), 6 (5E)
216
217Large fly-like demons with disturbingly humanoid, beaked heads.
218----
219* BigCreepyCrawlies: They resemble large flies.
220* BrownNote: Chasmes produce a droning sound so horrid that it can turn non-demons that hear it unconscious.
221* {{Sadist}}: Chasmes are intensely sadistic and greatly enjoy the fear and suffering of other beings, which often leads them to work for more powerful masters as torturers.
222* TortureTechnician: Chasmes often serve demon lords as torturers, typically plying their craft to extract knowledge from victims and to make examples of traitorous minions.
223* VillainousDemotivator: They have the uncanny ability to sniff out Blood War deserters, and punish such demons with hideous deaths. Chasmes are rewarded for this service by having lesser tanar'ri sent to the front lines in their stead, which only feeds the fear and hatred those demons have for them.
224[[/folder]]
225
226[[folder:Draegloth]]
227[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draegloth_5e.png]]
228[[caption-width-right:350:5e]]
229->'''Challenge Rating:''' 5 (3E), 24 (4E), 7 (5E)
230
231A specific kind of half-fiend, the result of an aspiring drow priestess consorting with a glabrezu during her initiation ritual. Draegloths are thankfully rare, viewed as signs of Lolth's favor, and used as potent weapons by their parent houses.
232----
233* BizarreSexualDimorphism: The draegloth pictured to the right is a male. Female draegloths are much rarer and look like female drow with four arms and distinctly lupine characteristics.
234* DumbMuscle: Male draegloths, at least, tend to lack the cunning and patience of their demonic parents, typically using their brute strength to kill at the whims of the drow families that they were born into.
235** GeniusBruiser: Females, on the other hand, tend to approach combat more cleverly and are a lot smarter in general.
236* GuysSmashGirlsShoot: Male draegloth are beserkers who charge into battle and tear foes apart with their claws, while female draegloth are all raised to be clerics and stay on the backline casting spells while their underlings kept foes at bay (although they are still fearsome in melee combat).
237* HotSkittyOnWailordAction: The result of it. Glabrezus are Large, dog-headed, four-armed monsters that cannot shapeshift into a form more compatible with a slight Medium-sized elf.
238* MultiArmedAndDangerous: Each kind of draegloth possess four arms.
239* NonhumanHumanoidHybrid: Draegloths are a specific type of half-fiend born from the union of a Drow priestess and a Glabrezu.
240* SlaveRace: Despite their power, draegloths are generally enslaved to the priestess who birthed them.
241* SpiderPeople: Very rarely draegloths can be born to driders, resulting in what are called Draegloth Abominations; uncontrollable, blood-crazed monsters with the lower half of spiders that hunt from the shadows. These abominations were almost always cast through a portal to the Demonweb Pits as an offering to Lolth, lest they bring ruin to their mother and all surrounding drow.
242[[/folder]]
243
244[[folder:Dretch]]
245[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dretch_5e.png]]
246[[caption-width-right:350:5e]]
247->'''Challenge Rating:''' 2 (3E, 4E), 1/4 (5E)
248
249Small, squat, pot-bellied wretches that reluctantly serve as minions for stronger demons.
250----
251* CannonFodder: Stupid, craven, and ineffectual in combat except in great numbers.
252* DirtyCoward: Dretches are profoundly cowardly creatures, and will flee from combat at the first sign of danger. If they don't, it's inevitably because they fear their superiors more than they fear dying.
253* ZergRush: Dretches faced with stronger opponents than they are (read: opponents) tend to rely on sheer numbers to win, usually summoning other dretches before and during battle in order to drown individually stronger creatures in a tide of bodies.
254[[/folder]]
255
256[[folder:Gadacro]]
257[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gadacro_3e.jpg]]
258[[caption-width-right:350:3e]]
259->'''Challenge Rating:''' 3(3E)
260
261Demonic parodies of cherubs, which follow Abyssal hosts in flocks that pursue stragglers and feast on the eyes of the fallen.
262----
263* EyeScream: Gadacros relish consuming the eyeballs of their victims, preferrably while said victims are still alive, and their claw attacks can temporarily blind opponents.
264* {{Putto}}: A sick twist on the concept, with bat-like wings, purple skin, and clawed fingers.
265* {{Teleportation}}: Gadacros can trigger a short-ranged teleport in reaction to getting hit in melee.
266[[/folder]]
267
268[[folder:Glabrezu]]
269[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_glabrezu_5e.png]]
270[[caption-width-right:350:5e]]
271->'''Challenge Rating:''' 13 (3E), 23 (4E), 9 (5E)
272
273Large demons with canine heads, an extra pair of massive pincer arms, and most dangerously, the patience to interact with mortals in any way other than immediate violence.
274----
275* TheChessmaster: Glabrezu are the covert agents of the Abyss, subtly manipulating events in other planes to secure power for the Abyss in the long term, often waiting centuries or millennia for plans to come to fruition.
276* TheCorrupter: Their usual modus operandi. They love using their deals to encourage mortals to become Chaotic Evil.
277* DealWithTheDevil: They occupy this niche among the demons, manipulating and tempting weak-willed mortals with the promise of a ''wish'' spell. The catch, however, is that the ''wish'' can only be used for an evil cause, or one that would spread destruction and suffering. Failing that, an act of immense wickedness or great sacrifice is required as payment.
278* EvilIsNotAToy: Glabrezu are often summoned by mortals who think that, as demons, they're dumber and easier to handle than devils. But anyone under the impression that they can trick a glabrezu is in for a ''nasty'' surprise, and anyone who thinks they can overpower one is most likely just as wrong. Even those who try to deal "fairly" with a glabrezu are in danger -- at least with a devil you have assurance that it will stick to the letter of the bargain.
279* GeniusBruiser: Glabrezus have 20 Strength and 19 Intelligence, compared to the human max of 18. These ain't your average Abyssal DumbMuscle...
280* JackOfAllTrades: While their primary skills revolve around intrigue and subterfuge, glabrezu also posses great physical strength and can wield various magic spells. However, despite these various skills they actually occupy the middle class of the Abyss hierarchy.
281* MultiArmedAndDangerous: A glabrezu has four arms. Two of them end in humanlike hands, while the other two end in lobster-like pincers. It uses all four arms when attacking.
282[[/folder]]
283
284[[folder:Goristro]]
285[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_goristro_5e.png]]
286[[caption-width-right:350:5e]]
287->'''Challenge Rating:''' 16 (3E), 19 (4E), 17 (5E)
288
289Huge bison-headed demons who largely serve Baphomet, demon lord of minotaurs.
290----
291* AntiStructure: 5th Edition gives them the "Siege Monster" rule, letting them deal double damage to objects and structures.
292* BeastOfBattle: They're sometimes equipped with "citadels," fortified howdahs a goristro wears on its head and shoulders with the ease of a helmet. Generally speaking, goristros are treated more like war beasts than soldiers, and carefully bred by stronger, more intelligent tanar'ri to excel as siege monsters.
293* OurMinotaursAreDifferent: Goristros are massive demons that resemble fiendish minotaurs. They're Baphomet's preferred demonic servants and sometimes seem in the armies of other demon lords as living siege engines. They're also associated with mazes -- they can perfectly recall any path they've taken and have an excellent sense of direction, and delight in chasing prey through twisting and confusing labyrinths.
294* ShockwaveStomp: Their 3rd Edition rules give them a stomp attack that imitates the ''earthquake'' spell.
295[[/folder]]
296
297[[folder:Hezrou]]
298[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hezrou_5e.png]]
299[[caption-width-right:350:5e]]
300->'''Challenge Rating:''' 11 (3E), 22 (4E), 8 (5E)
301
302Large, reeking, toad-like demons that act as Abyssal sergeants, directing lesser demons on behalf of more intelligent superiors.
303----
304* DealWithTheDevil: According to their ''AD&D'' lore, a few times each century, hezrou are able to ''plane shift'' to the Prime Material Plane in events known as Dark Walks. The hezrous will then try to make pacts with mortals, offering a service such as destroying an enemy or retrieving an artifact, in exchange for eternal subservience... though the demons will also accept the soul of the mortal's family member, friend or lover in their place.
305* DumbMuscle: Hezrou are very strong, but aren't especially smart and are fairly easily duped.
306* EvilSmellsBad: The stench a hezrou gives off is so vile and overpowering that nearby creatures need to make saving throws to avoid being poisoned by it.
307* FrogMen: These demons resemble eight-foot-tall humanoid toads.
308* TheNeidermeyer: They're vicious and cruel commanders, prone to attacking even those minions who follow their orders, just to amuse themselves.
309[[/folder]]
310
311[[folder:Incubus]]
312->'''Challenge Rating:''' 3 (3E)
313
314Introduced in ''Dragon Magazine #353'', incubi are the lesser-known SpearCounterpart of succubi, being embodiments less of seduction than rape. Incubi resemble handsome wiry young men with hooves and gazelle-like horns, typically dressed in leather. While physically stronger than succubi they otherwise have worse stats in most areas, and lack the succubi's wings and ability to turn ethereal.
315----
316* BackStab: Innately possess the rogue's sneak attack ability, dealing extra damage when a foe is caught off guard.
317* HornAttack: Their horns are large enough to be used as a weak secondary attack.
318* KissOfDeath: They have a variant of the succubus ability to drain their target through intimacy - instead of inflicting [[LifeDrain negative levels]] until they die, they inflict Wisdom damage until they fall into a coma.
319* LaserGuidedAmnesia: In place of the at-will ''[[CompellingVoice suggestion]]'' power of succubi, they can use ''modify memory'' once per day.
320* LieToTheBeholder: Incubi cannot [[{{Humanshifting}} shapeshift into humans]] like succubi can, only project an illusion of such (meaning that observers have a chance to see through it by SpottingTheThread). Curiously, their description claims that they have no ability to hide their true appearance at all.
321* MonsterKnight: They come equipped with magic leather armour and a magic sword, and spend most of their time [[MenAreTheExpendableGender acting as the rank-and-file troops]] of the Succubus Queen Malcanthet in conflicts against other demon lords.
322* RetCon: Whether an incubus is a separate species from a succubus, a creature identical to a succubus apart from being male, or just a succubus in male form, goes back and forth between editions.
323* SuccubiAndIncubi: Leaning more towards the older "assault women in their sleep" model of incubi.
324* SurprisePregnancy: Their speciality when they bother with subtlety - they're capable of approaching a woman in disguise, impairing her judgement through Wisdom damage, and then erasing her memory of intimacy.
325* ViewerSpeciesConfusion: While succubi and incubi are described as perversions of female and male sexuality respectively, neither are limited to assuming forms of the same sex, and incubi aren't summoned to the Material Plane very often. As a result, most of the reports of "incubi" seducing women are actually succubi.
326* WhatKindOfLamePowerIsHeartAnyway: Unpopular among summoners due to succubi generally doing their job better.
327
328[[/folder]]
329
330[[folder:Jarilith]]
331[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_jarilith_3e.jpg]]
332[[caption-width-right:350:3e]]
333->'''Challenge Rating:''' 13 (3E)
334
335Fiendish felines that take the form of red-furred lions, and have a predatory sense for weakness.
336----
337* DeadlyLunge: They can make a pounce attack on a charge, possibly followed by a rake attack with their claws.
338* HunterOfTheirOwnKind: Their favorite prey is other fiends, and they are notoriously difficult to control, so even balors have to watch themselves around jariliths.
339* SupernaturalFearInducer: Anyone who sees a jarilith charge or attack must make a saving throw or become shaken.
340[[/folder]]
341
342[[folder:Jovoc]]
343[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_jovoc_3e.png]]
344[[caption-width-right:300:3e]]
345->'''Challenge Rating:''' 5 (3E)
346
347Short fiends that resemble a gnome's corpse left to blacken and bloat in the sun, with blood-red, long-fingered hands.
348----
349* HealingFactor: Unusually for fiends of their level, jovocs have Fast Healing 5.
350* {{Synchronization}}: Jovocs' gimmick is that whenever they take damage, every non-tanar'ri around them suffers the same amount of damage (or half damage, with a successful saving throw). The smarter jovocs can abuse this by hiding out of sight of neary enemies and taking turns attacking each other, letting their fast healing restore the damage between rounds.
351* VictoryByEndurance: A jovoc's natural attacks don't deal much damage, but between their fast healing and the fact that they reflect damage on their attackers, they can outlast any foes who commit to a protracted fight with them.
352[[/folder]]
353
354[[folder:Kastighur]]
355[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_kastighur_3e.png]]
356[[caption-width-right:349:3e]]
357->'''Challenge Rating:''' 11 (3E)
358
359Huge, horned sadists often employed as hunters or prison wardens by other tanar'ri.
360----
361* EmotionEater: As outsiders, kastighurs don't need to eat or drink, instead they feed upon the fear, panic and hopelessness of those they attack or imprison. This incidentally gives them an attack bonus against opponents that are under the frightened condition.
362* SupernaturalFearInducer: Anything that sees them charge or attack has a chance to become shaken.
363* TeleportSpam: Kastighurs can ''teleport'' at will, which they use to surprise foes or try to grab flying enemies. But since this isn't the more reliable ''greater teleport'', they're leery of resorting to teleport tactics on unfamiliar battlefields.
364* UseYourHead: They can make a powerful gore attack when they charge that, on top of dealing a lot of damage, can stun anything that survives the hit.
365[[/folder]]
366
367[[folder:Kelvezu]]
368[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_kelvezu_3e.jpg]]
369[[caption-width-right:300:3e]]
370->'''Challenge Rating:''' 18 (3E)
371
372Remarkably unassuming humanoid demons, kelvezus work as infiltrators and assassins for the lords of the Abyss.
373----
374* AmazingTechnicolorPopulation: About the only indication of a kelvezu's fiendish heritage is its rosy red skin, so with a minimal disguise they can pass for human.
375* BackStab: They can deal Sneak Attack damage as a high-level Rogue.
376* DamageOverTime: Their scimitar and dagger have the ''greater wounding'' and ''wounding'' enchantments, respectively, causing injuries that bleed for extra damage each turn until the victim is healed.
377* ProfessionalKiller: They serve as such for the demon princes, and have an array of spell-like abilities such as ''improved invisibility'' and ''teleport without error'' to help with their trade.
378[[/folder]]
379
380[[folder:Klurichir]]
381[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_klurichir_4e.png]]
382[[caption-width-right:350:4e]]
383->'''Challenge Rating:''' 25 (3E), 28 (4E)
384
385One of the few things capable of giving a balor nightmares, klurichirs serve as generals in the armies of the most powerful demon lords.
386----
387* BellyMouth: A ''huge'' one, with multiple rows of grinding teeth, which it can use to grapple and gnaw on victims.
388* GeniusBruiser: Klurichirs are physical powerhouses ''and'' brilliant tacticians, able to direct lesser demons while they support them with their spells, or charge into melee to terrifying effect.
389* MonstrousMandibles: Their belly-mouths are flanked by wicked pincers.
390* MultiArmedAndDangerous: Despite their four arms, klurichirs only wield a single battleaxe in melee, since they prefer to leave their other hands free to grab victims and stuff them into their belly-mouth.
391* OffWithHisHead: Their pincers are specifically ''vorpal'' pincers, giving them a 15% chance to deal a OneHitKill.
392* SpikeShooter: They have spines covering their body in lieu of hair, and can launch them at foes that try to attack from beyond their reach.
393* SupernaturalFearInducer: Anything that comes close to them must make saves against fear.
394[[/folder]]
395
396[[folder:Lilitu]]
397[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_lilitu_3e.png]]
398[[caption-width-right:350:3e]]
399->'''Challenge Rating:''' 12 (3E)
400
401An evolved form of succubi, these comely demons specialize in infiltrating and corrupting goodly churches and turning their worship towards demon lords.
402----
403* BrokenAngel: Lilitus are born from succubi who ritualistically sacrifice a religious congregation that believed they were worshiping a good deity, but are in fact opening an Abyssal portal that blasts the dupes with unholy fire. The process reduces the succubi's wings to blackened stumps of bone, but they are reborn as a more powerful lilitu.
404* ClaimedByTheSupernatural: A lilitu can gift a willing (or helpless) subject with a profane bonus to their Charisma and saving throws for 24 hours, but this causes them to register as chaotic to magic that detects alignment, and a tattoo of the lilitu's name, written in Abyssal, appears somewhere on the subject's body, usually [[IntimateMarks someplace that won't be seen in public.]]
405* CombatTentacles: Sport four poisonous tendrils extending from their waists.
406* TheCorrupter: They take profane joy in corrupting priests and congregations.
407* GoodHurtsEvil: Even more so than normal demons, lilitus' blasphemous nature makes them particularly susceptible to divine magic, resulting in penalties on saving throws and to overcome spell resistance.
408* RemovingTheRival: Lilitus view each other as competition to be defeated, and succubi as potential threats to be neutralized while they're weak. They particularly enjoy taking a goodly guise and hiring adventurers to hunt down a succubus too close to their area of operation.
409* SuccubiAndIncubi: Played with in that lilitus are still supernaturally attractive and adept at using their looks to their advantage, but are more interested in perverting good religions than seducing individuals.
410[[/folder]]
411
412[[folder:Manes]]
413[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_manes_5e.png]]
414[[caption-width-right:350:5e]]
415->'''Challenge Rating:''' 1 (3E), 1/8 (5E)
416
417Manes are the initial Petitioner form of Chaotic Evil souls, and as such are the lowliest of all demons. Aggressive and violent, they attack any non-demon they see.
418----
419* BodyHorror: The artwork for some editions shows that manes are covered in open, maggot-infested sores, often deep enough to show their rotting musculature.
420* DemonOfHumanOrigin: Manes are born from evil souls that wound up in the Abyss. They are the only demons which are guaranteed to have once been mortal.
421* FearlessFool: They have an Intelligence score of 3 and an immunity to the frightened condition. Accordingly, they have no sense of self-preservation and will attack things that could easily squash them like bugs.
422[[/folder]]
423
424[[folder:Marilith]]
425[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_marilith_5e.png]]
426[[caption-width-right:350:5e]]
427->'''Challenge Rating:''' 17 (3E), 24 (4E), 16 (5E)
428
429Powerful, multi-armed, serpentine, feminine demons who serve as Abyssal tacticians and generals in the Blood War.
430----
431* BattleTrophy: When a marilith overcomes a particularly challenging foe, she often takes their weapons as trophies of her victory.
432* CurbStompBattle: One of the most famous depictions of the ''TabletopGame/ForgottenRealms'' god Helm has him fighting a Marilith. The Marilith is losing. [[ChokeHolds Badly]].
433* TheEvilGenius: They're wickedly clever, combining their keen minds with their chaotic free-thinking natures to produce plots of literally fiendish ingenuity.
434* FantasticRacism: Mariliths are fierce rivals with glabrezu, whose subtle covert actions they deride as inferior to "proper" warfare. They're also not fond of balors, both because they favor the glabrezu over the mariliths, and because the mariliths consider the balors less important to the Blood War, only dominating the rest of the tanar'ri through their brute strength.
435* MultiArmedAndDangerous: A marilith wields a wicked blade in each of her six hands.
436* OneGenderRace: Mariliths always appear as female.
437* SnakePeople: A marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms.
438[[/folder]]
439
440[[folder:Maurezhi]]
441[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_maurezhi_5e.png]]
442[[caption-width-right:350:5e]]
443->'''Challenge Rating:''' 9 (3E), 7 (5E)
444
445Demonic super-ghouls created from corrupted elves. Despite their appearance and habits, they are not actually undead.
446----
447* KillAndReplace: When a maurezhi eats someone, it gains the victim's memories and can magically take on their form. It cannot remain in this form indefinitely, however, as its disguise gradually rots away before sloughing off.
448* {{Necromancer}}: A maurezhi can bring slain ghouls and ghasts back to unlife, fully restoring their hit points in the process.
449* TheParalyzer: Much like a regular ghoul, a maurezhi can paralyze creatures just by touching them. Unlike regular ghouls, this paralysis can even affect elves.
450* ViralTransformation: The bite of a maurezhi drains the victim's personality, which can potentially kill them. Anyone who dies from this personality drain reanimates as a ghoul within 24 hours.
451[[/folder]]
452
453[[folder:Molydeus]]
454[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_molydeus_3e.png]]
455[[caption-width-right:350:3e]]
456->'''Challenge Rating:''' 19 (3E), 29 (4E), 21 (5E)
457
458Mightier even than balors, the two-headed molydei are the personal heralds of the demon lords.
459----
460* BigBrotherIsWatching: At any moment, a demon lord could be using its link through the molydeus' snake head to observe its minion, ensuring the molydeus' loyalty.
461* MouthOfSauron: Every molydeus speaks with the authority of its patron demon lord. In some cases, they do this quite literally: the demon lord can see and speak through the molydeus' snake head.
462* MultipleHeadCase: A molydeus has two heads: one like a wolf, the other like a snake. The wolf head is the demon's own, while the snake head has a direct connection to the molydeus's demon lord, who can see and speak through the snake at any time.
463* OffWithHisHead: In 5th edition, a molydeus's demonic weapon decapitates its target on a natural 20, inflicting an instant kill to most creatures.
464* PressGanged: When they aren't on particular business on behalf of their lords, molydei wander the Abyss, gathering conscripts for their master's armies.
465* WeaponSpecialization: In 5th edition, each molydeus wields a demonic weapon associated with its patron demon lord: a glaive for Baphomet, a whip for Demogorgon, a flail for Yeenoghu, and so on. No matter what form this weapon takes, it always has the power to decapitate on a critical hit.
466[[/folder]]
467
468[[folder:Myrmyxicus]]
469[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myrmyxicus_3e.jpg]]
470[[caption-width-right:350:3e]]
471->'''Challenge Rating:''' 21 (3E)
472
473Serpentine masters of the Abyssal oceans, these creatures have eel-like bodies, arms as well as tentacles, and reptillian heads capped with three sets of ram-like horns.
474----
475* BloodyMurder: A myrmyxicus' [[AlienBlood tar-like blood]] can sicken and damage those who dare attack it.
476* BreathWeapon: They can exhale a cone of unholy black vapor, which nauseates all victims and additionally damages Good-aligned creatures.
477* LampreyMouth: The tip of a myrmyxicus' tail is adorned with a jawless mouth, which drains Charisma from victims while [[LifeDrain restoring the demon's health.]]
478* MultiArmedAndDangerous: A myrmyxicus has four arms, allowing it to wield four scythes at the same time.
479* SeaMonster: The myrmyxicuses are giant eellike demons, measuring 25 feet in length.
480* SkullForAHead: This demon has a reptilian head that appears as a skull, along with [[HornedHumanoid six horns]].
481* SinisterScythe: Most myrmyxicuses carry four huge masterwork scythes infused with unholy magical energy.
482[[/folder]]
483
484[[folder:Nabassu]]
485[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nabassu_5e.png]]
486[[caption-width-right:350:5e]]
487->'''Challenge Rating:''' 5 (juvenile) and 15 (mature) (3E), 15 (5E)
488
489Gargoyle-like demons that are Abyssal outcasts, due to their habit of preying on others' souls.
490----
491* ChameleonCamouflage: Their 3rd Edition rules let them shift their skin's color to shades of green, gray or brown, resulting in a bonus on Hide checks.
492* EvenEvilHasStandards: Demons are not generally known for their strong sense of morals, and indeed most of a nabassu's behaviors, including their habit of preying opportunistically on other demons, raise few eyebrows. However, even demons consider SoulEating to be disgusting and obscene, and nabassus are considered hated outcasts and forced on the fringes of demonic society.
493* SoulEating: Nabassus are driven chiefly by their hunger for the souls of others, which they can devour when they slay their owners. This is act renders the victim DeaderThanDead, and is considered obscene even in the Abyss.
494* StepIntoTheBlindingFight: Nabassus create an area of supernatural darkness around themselves, which can only be pierced by magical lights.
495[[/folder]]
496
497[[folder:Nalfeshnee]]
498[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nalfeshnee_5e.png]]
499[[caption-width-right:350:5e]]
500->'''Challenge Rating:''' 14 (3E), 20 (4E), 13 (5E)
501
502Huge, hideous, boar-like demons who fancy themselves great, and particularly relish tormenting the mortal souls that arrive in the Abyss.
503----
504* EatenAlive: A nalfeshnee's victims often find themselves carved up on the demon's dining table while still alive.
505* EmotionEater: They can consume negative emotions such as misery, fear and rage, draining mortal souls into husks that can then be converted into demons through unimaginable torture.
506* JudgementOfTheDead: Nalfeshnees often preside over KangarooCourt versions of this, making a show of judging the souls of the already damned before getting to the fun part and administering punishment.
507* RidiculouslySmallWings: A Nalfeshnee's wings look comically small in comparison to the rest of its body. Despite this, it can fly faster than it can walk.
508* ToServeMan: Nalfeshnees have a marked taste for humanoid flesh.
509* WickedPretentious: When at home in the Abyss and not engaging in violence, Nalfeshnees are said to conduct ritual banquets that mock those hosted by mortal nobility, eating still-living creatures with rusted cutlery.
510[[/folder]]
511
512[[folder:Palrethee]]
513[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_palrethee_3e.png]]
514[[caption-width-right:350:3e]]
515->'''Challenge Rating:''' 8 (3E)
516
517Ambitious demons that, according to legend, failed some test to become balors, leaving them bitter and broken creatures desperate to acquire power.
518----
519* BrokenAngel: Their boney, vestigial wings are useless for flight.
520* TechnicolorFire: They can alter the hue and appearance of their flames at will, but can never extinguish them.
521* WreathedInFlames: Palrethees are constantly burning, so that their attacks set foes on fire, and anyone who strikes them will take damage as per the ''fire shield'' spell. This also gives them the fire subtype, making them one of the very few tanar'ri to be immune, instead of merely resistant, to fire damage.
522[[/folder]]
523
524[[folder:Rutterkin]]
525[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rutterkin_3e.png]]
526[[caption-width-right:350:3e]]
527->'''Challenge Rating:''' 3 (3E), 2 (5E)
528
529Hideously deformed and misshapen demons that commonly serve as Abyssal foot soldiers.
530----
531* BodyHorror: Rutterkin tend to look like they've been broken on the wrack and disfigured by torture, not that this impedes them in combat.
532* SpawnBroodling: In 5th Edition, a rutterkin's bite subjects victims to a warping plague that can transform them into twisted abyssal wretches that proceed to shamble behind the demon that corrupted them.
533* SupernaturalFearInducer: When encountered in groups of three or more, rutterkin can cause enemies to freeze up in terror, an effect that grows more difficult to overcome the more rutterkin are around.
534[[/folder]]
535
536[[folder:Solamith]]
537[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_solamith_3e.png]]
538[[caption-width-right:350:3e]]
539->'''Challenge Rating:''' 8 (3E), 15 (4E)
540
541Tall but obese, these gluttonous demons serve as Abyssal artillery, tearing off and hurling chunks of their own flesh to explode into unholy fireballs.
542----
543* BloodyMurder: If a solamith takes damage from a melee attack, it can retaliate by venting a blast of soulfire that doesn't deal any additional damage to the demon.
544* CastFromHitPoints: Each soulfire attack deals damage to the solamith, and they can enhance their attacks' blast radius and damage by taking additional damage. Solamiths' HealingFactor offsets this, and for all their dimness, they have a good sense of when to hold back and let themselves regenerate before hurling another chunk of burning flesh.
545* {{Hellfire}}: Their ''soul''fire, not to be confused with devilish hellfire, similarly deals damage that is half fire, half NonElemental.
546* SoulEating: They feast upon petitioners and other demons, and with each meal a new anguished face appears pressing against the inside of the solamith's stomach.
547* VillainousGlutton: Solamiths are constantly looking for food, but avert JabbaTableManners and are surprisingly dainty when they do eat, chewing slowly so they can fully appreciate the spiritual effervescence of their meals.
548[[/folder]]
549
550[[folder:Sorrowsworn Demon]]
551[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sorrowsworn_demon_3e.jpg]]
552[[caption-width-right:350:3e]]
553->'''Challenge Rating:''' 17 (3E)
554
555Tall but emaciated demons whose faces are twisted into parodies of mourning, and who prefer to haunt dismal locations such as battlefields, hospitals, orphanages, and other places of loss.
556----
557* BreakThemByTalking: While in combat, these demons can stun, confuse or daze a victim by voicing their enemy's past losses or fears of future sorrow.
558* EmotionBomb: Anything around a sorrowsworn can become overwhelmed by despair, leading to penalties on rolls and difficulty casting spells.
559* {{Telepathy}}: Beyond communicating through telepathy, sorrowsworn demons can read others' thoughts, which they use to aid in their mind games.
560[[/folder]]
561
562[[folder:Succubus]]
563->'''Challenge Rating:''' 7 (3E), 9 (4E), 4 (5E)
564
565Succubui in 3E are the first species of tanar'ri to spawn naturally from the Abyss without obyrith intervention, lead by their queen the demon lord (lady) Malcanthet. Later editions {{Ret Con}} succubi as not being demons at all.
566
567See Characters/DungeonsAndDragonsCreaturesS for more general tropes.
568[[/folder]]
569
570[[folder:Uridezu]]
571[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/d&d_uridezu_3e.png]]
572[[caption-width-right:299:3e]]
573->'''Challenge Rating:''' 6 (3E)
574
575Rat-like fiends commonly dispatched to the Material Plane by more powerful demons, some ending up stranded there for centuries.
576----
577* TheParalyzer: Their bites cause paralysis for up to twelve minutes.
578* PestController: Uridezu have an affinity for rodents, so that rats and dire rats instinctively recognize them as their master.
579* RatMen: Man-sized bipedal demons that resemble hairless rodents.
580* TailSlap: Uridezu can use their tails with all the dexterity of whips, disarming or tripping opponents.
581* YouDirtyRat: Thoroughly evil, and the fiends enjoy compelling more mundane rodents to cause chaos and suffering.
582[[/folder]]
583
584[[folder:Vrock]]
585[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_vrock_5e.png]]
586[[caption-width-right:350:5e]]
587->'''Challenge Rating:''' 9 (3E), 13 (4E), 6 (5E)
588
589Vulture-like demons who serve as aerial shock troops in Abyssal hordes, or guards for more powerful demons.
590----
591* BirdPeople: Vrocks resemble haggard humanoid vultures, with wings sprouting from their backs and claw-like hands.
592* BrownNote: Vrocks can let out a screech that stuns any creature who hears it.
593* FeatheredFiend: Literally. Vrocks are vicious, feathery-winged demons that resemble anthropomorphic vultures.
594* MagicDance: In older editions, a group of vrocks can form a circle and start a ''dance of ruin'' over a few rounds, which if not disrupted by dealing enough damage to one of the vrocks performing it, unleashes a wave of destructive energy that inflicts tremendous damage to everything that isn't a demon within a 100-foot radius.
595* PoisonousPerson: Vrocks can release a cloud of poisonous spores that latch onto a nearby creature and inflict continuous damage until removed.
596* ThievingMagpie: Vrocks obsessively covet trinkets and shiny things, and squabble endlessly with each other over claims to slain foes' cheap jewelry or colored stones.
597[[/folder]]
598
599[[folder:Zovvut]]
600[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_zovvut_4e.png]]
601[[caption-width-right:350:4e]]
602->'''Challenge Rating:''' 9 (3E)
603
604Pale, winged and clawed demons thought to be originally created by Orcus, though they can now be found supporting the forces of numerous demon lords.
605----
606* DeadlyGaze: Any living creature that meets a zovvut's gaze and fails a saving throw gains a negative level, while the zovvut [[LifeDrain heals some damage]].
607* ExtraEyes: Though largely humanoid, they have a third red eye in their forehead.
608* SpawnBroodling: Any humanoid slain by a zovvut's gaze attacks becomes an undead wight under their control.
609[[/folder]]
610
611!Obyriths
612The original inhabitants of the Abyss, obyriths predate intelligent life on the Material Plane (or, [[MultipleChoicePast in some tellings]], hail from the reality that came ''before'' this multiverse), and as such have utterly alien appearances that other creatures find horrifying. Though largely supplanted by the tanar'ri, some obyriths still survive to spared evil and terror throughout the cosmos.
613----
614[[folder:Obyriths in General]]
615* AssholeVictim: In their 3rd Edition backstory, they were the original masters of the Abyss and created the tanar'ri as slaves, only for the latter to betray them while the obyriths were distracted fighting an eladrin invasion.
616* BrownNoteBeing: All obyriths have the Form of Madness rule that means anyone that comes close to them runs the risk of developing a permanent form of insanity or phobia. Even being blind is no defense, as obyriths are "an affront to all five senses."
617* TheCorrupter: According to 4th Edition lore, they gave the Shard of Ultimate Evil -- the singularity that was their original Abyss-consumed multiverse -- to one of the old gods, Tharizdun, [[BlatantLies as a gift]]. It corrupted him into the biggest BigBad of them all.
618* EldritchAbomination: An even better example than the game's certified Aberrations, which usually don't make you go crazy just from being near them.
619* GreaterScopeVillain: In 4th Edition, they're arguably the greatest scope of all of ''D&D''. They're responsible for the creation of the Abyss and its demons, they corrupted Tharizdun, and their ultimate goal is the end of creation.
620* TimeAbyss: No pun intended. In their original lore, they're older than intelligent life on the Material Plane, while in their 4E material, obyriths predate ''the multiverse itself'', hailing from a reality where their Abyss consumed all.
621[[/folder]]
622
623[[folder:Draudnu]]
624[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_draudnu_3e.jpg]]
625[[caption-width-right:349:3e]]
626->'''Challenge Rating:''' 10 (3E)
627
628A demon whose three legs are attached to the top of its body, while its shapeless head is near the bottom, surrounded by three hooked arms. Those who encounter them may become convinced that something foul is growing inside their bodies.
629----
630* BloodyMurder: A draudnu's body is covered in sacs that, when ruptured by melee attacks, spray acid at everything around it.
631* HopelessWar: They were created as frontline soldiers in the obyriths' effort to drive the tanar'ri from the Abyss. Needless to say, the tanar'ri are thriving and it's the obyriths who are in danger of extinction.
632* PinnedToTheWall: If a draudnu lands an attack with its flesh hooks, they can detach the limb (and regrow it immediately) to give their target the immobilized condition, forcing them to make a Strength check and take damage as they try to free themselves.
633[[/folder]]
634
635[[folder:Ekolid]]
636[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ekolid_3e.jpg]]
637[[caption-width-right:350:3e]]
638->'''Challenge Rating:''' 4 (3E)
639
640An insectile demon that propagates itself by attacking prey. Those who encounter them may hallucinate that they are being consumed by tiny biting insects.
641----
642* BigCreepyCrawlies: An ekolid is an arthropod-like demon that weighs 45 pounds.
643* MixAndMatchCritters: Combines the features of an ant, a scorpion and a spider.
644* SpawnBroodling: Its stingers are actually ovipositors that implant eggs in its victims. After a few minutes, ravenous ekolid grubs gnaw their way out of the victim.
645[[/folder]]
646
647[[folder:Golothoma]]
648[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_golothoma_3e.jpg]]
649[[caption-width-right:350:3e]]
650->'''Challenge Rating:''' 16 (3E), 29 (4E)
651
652Spiny, serpentine horrors whose shapes give them an incidental association with Sertrous, the former obyrith lord turned [[Characters/DungeonsAndDragonsElderEvils Elder Evil]]. Those who encounter one might grow obsessed with shadows, to the point of feeling sickened in light or full darkness.
653----
654* BewareMyStingerTail: Subverted; a golothoma's tail rises behind and above its body like a scorpion's, but they don't actually have stingers. Nevertheless, the coils of {{acid|attack}}ic shadow that coat their tails deal heavy damage with a melee touch attack, and the sticky goop will [[DamageOverTime deal lingering damage the next turn as well.]]
655* DumbMuscle: With an Intelligence score of 4, golothomas are just barely intelligent enough to "belch" a few words of Abyssal in "a mockery of conversation."
656* ShadowPin: Golothomas [[NoMouth lack mouths,]] but are able to consume flesh by having their writhing shadows fall over creatures, dealing Constitution drain. The demon's shadow persists regardless of the surrounding lighting condition -- in fact, total darkness only makes the Reflex save to avoid this attack more difficult.
657* ThinkingUpPortals: Golothomas can strike at their targets by reaching between dimensions, essentially letting them treat their melee attacks as thrown weapons with a 120-foot range increment.
658[[/folder]]
659
660[[folder:Laghathti]]
661->'''Challenge Rating:''' 10 (3E)
662
663Large, octopoid demons that lurk in the waters and banks of the River Styx. Merely encountering one can cause non-demons to suffer partial amnesia.
664----
665* LaserGuidedAmnesia: Their variant of the obyriths' "Form of Madness" means that those who come within 60 feet of a laghathti have to save or suffer up to eight [[LevelDrain negative levels,]] while laghathti's tentacle and bite attacks can inflict further negative levels with every strike. These are partial mind-wipes, not negative energy attacks, so such negative levels are never permanent, but need healing with magic like ''restoration.''
666* TentacledTerror: They seem to lack bodies, instead appearing as "an indistinct knot of writhing ropes and tendrils," some lined with tiny mouths, others ending in paddle-like fins, and two muscular tentacles ending in wailing, crocodilian jaws.
667* TransferableMemory: Laghathti delight in stealing and feasting upon the memories of living creatures, and when they come across a particularly tragic memory, the demon can spend days delighting in it, then try to use their ''modify memory'' spell-like ability to "share" it with their other victims, especially those who seem susceptible to depression and sadness.
668[[/folder]]
669
670[[folder:Sibriex]]
671[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sibriex_3e.jpg]]
672[[caption-width-right:350:3e]]
673->'''Challenge Rating:''' 15 (3E), 18 (5E)
674
675A gruesome creature resembling an enormous floating head, bloated with disease. Those who encounter one may have their sense of self-worth diminished as they view the sibriex in question as the ideal physical form.
676----
677* ChainPain: These floating demons anchor themselves to the ground with massive chains, which they can magically animate and attack with.
678* FlyingFace: They're just levitating, horrifying heads with a writhing nest of puckered tubes dangling where their necks should be.
679* KavorkaMan: A bizarre supernatural example PlayedForHorror. As mentioned in their description, they have the power to convince anyone unlucky enough to encounter them that their outlandishly hideous appearances are the pinnacle of beauty that they should worship and aspire to.
680* MadArtist: Sibriexes view the grafting of flesh as an art form, and are happy to practice on those they encounter, or hire out their talents to abyssal lords. Their superpowered KavorkaMan aura means that those they offer their services to tend to be far more willing to take them up on the offer than they should be.
681* MakerOfMonsters: The signature trait of the sibriexes is their penchant for "flesh warping." They can quickly apply fiendish grafts to willing or helpless targets, generating the new limbs or organs out of raw Abyssal chaos, or modify a subject's anatomy by converting their hands to claws, growing their eyes out on stalks, swelling or shrinking their body, and so forth.
682-->'''Mordenkainen:''' No creature embodies the chaotic nature of the Abyss so well as the sibriex. Although the realm of demons is already a place of infinite horrors, sibriexes for some reason make even more of these monstrosities.
683* RandomizedTransformation: Their Warp Creature ability allows them to trigger random transformations in other creatures.
684* PoisonousPerson: Sibriexes are so foul that they contaiminate the area around them with a virulet poison.
685* SuperSpit: They can also spray bile from their mouth or other orifices to deal acid damage.
686[[/folder]]
687
688[[folder:Uzollru]]
689[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_uzollru_3e.jpg]]
690[[caption-width-right:349:3e]]
691->'''Challenge Rating:''' 16 (3E)
692
693Colossal monsters that lurk in the lightless depths of the Shadowsea, attacking anything they come across, though they also serve as the heralds of the demon prince Dagon. Those who encounter them may have their minds and psyches shattered by the demons' sheer size.
694----
695* CombatTentacles: Uzollrus feed by burrowing its tentacles into prey, dissolving flesh and bone so the demon can drink its meal, and leaving behind carcasses marked by horrifying tunnels of missing matter (or in gameplay terms, dealing Constitution drain). It's noted that as demons, uzollrus have no strict need to eat, rather their hunting is fueld by their hatred for all other lifeforms.
696* CreepyCentipedes: They're compared to enormous, amphibious centipedes.
697* HowTheMightyHaveFallen: At Intelligence 6, uzollrus are fairly dumb bruisers, especially by demonic standards, but in obscure reaches of the Shadowsea there are sunken ruins of "dizzying spires and bulbous buildings" all sized to accomodate uzollrus. This suggests that these obyriths were at one point much more intelligent and civilized than they currently are, though most Abyssal scholars can only hope that the monsters' minds continue to decline.
698* KrakenAndLeviathan: They're a demonic variant, certifiably Colossal sea demons who dwell in the depths of an extraplanar ocean. In the thankfully rare event an uzollru escapes to the Material Plane, it swiftly lays waste to everything around it.
699* MagicalEye: Their huge, balefully-glowing eye can stun those who meet its gaze.
700* PowerPincers: They can grapple and constrict victims in their claws for nearly a hundred points of damage.
701[[/folder]]
702
703[[folder:Verakia]]
704[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verakia_3e.jpg]]
705[[caption-width-right:350:3e]]
706->'''Challenge Rating:''' 14 (3E)
707
708Gargantuan masses of teeth, claws, horns and scales that exist only to destroy. Those who survive their attacks may become gripped with a homicidal rage of their own.
709----
710* HatePlague: Those who encounter a verakia may become consumed with a berserk fury, compelling them to take up a weapon and find victims to kill. This insane, murderous urge supercedes all others, so such affected creatures will end up dying of thirst or hunger even if nothing puts them down.
711* HellFire: The verakia can breathe a blood-red fire that deals both fire and unholy energy damage.
712* OurCentaursAreDifferent: Their bodies resemble a fiendish, draconic centaur, with a bestial lower body and a more humanoid torso atop it, capped with a four-eyed head full of horns and fangs.
713* ThroatLight: A verakia's throat glows with fire.
714[[/folder]]
715
716!Loumaras
717
718A relatively new demonic subtype, loumaras originate from the Abyss' 230th layer, the Dreaming Gulf, where the dreams of dead pantheons coalesce into fiendish form. Loumaras are distinct for lacking physical bodies, leading them to use their other powers to work their mischief on the Material Plane.
719----
720[[folder:Loumaras in General]]
721* CreatingLifeIsUnforeseen: Eons ago, the 230th layer was known as N'gharl and ruled by Azuvidexus, a demon prince powerful enough to resist Demogorgon's efforts to conquer him. So instead the Prince of Demons proposed an alliance with Azuvidexus, helping him set up a demon cult on a Material Plane world, before retreating to watch the fireworks. As Demogorgon planned, the local, highly territorial, pantheon responded by launching a counter-invasion of the Abyss, shrinking Azuvidexus and his domain into a head-sized sphere and then kicking it onto the Astral Plane. What nobody expected was for [[GeniusLoci the Abyss itself]] to respond to the invasion by annihilating the offending pantheon. The void left behind by N'gharl became the Dreaming Gulf, and the final thoughts of the slain pantheon gave rise to the loumara.
722* DemonicPossession: While all demons ''can'' theoretically pick up this trick, loumaras all have some variant of it out of necessity, since they don't have physical bodies.
723* {{Intangibility}}: Loumaras have the incorporeal subtype, and can pass through people or solid objects like a ghost. Though as of 5th Edition, this means that they'll take damage if they end their turn within a solid object.
724* LivingDream: The loumara are the result of the Abyss "digesting" the dreams, desires and final thoughts of a slain pantheon, which results in the different loumara types. Guecubus, for example, are born from the last nightmares of a god of law and peace, and are thus supernatural serial murderers, while dybbuks are born from the twisted dreams of a goddess of love and art, driving them to possess comely mortals and lead them into ruinous depravity. The caligrostos are born from the nightmares of a god of craftsmanship, and thus specialize in possessing and corrupting weapons, while manitous come from the dying echoes of a goddess of fertility and nature, and take pleasure in despoiling the wilderness.
725[[/folder]]
726
727[[folder:Caligrosto]]
728[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_caligrosto_3e.jpg]]
729[[caption-width-right:275:3e]]
730->'''Challenge Rating:''' 6 (3E)
731
732Loumara that can only possess bladed weapons, which they do so to betray those who try to wield them in battle.
733----
734* AttackReflector: While it has assumed the shape of an enemy, whenever the fiend's DamageReduction reduces incoming damage, that negated damage is instead inflicted upon the creature the caligrosto is mimicking.
735* EvenEvilHasStandards: Even other demons can be taken aback by caligrostos' cruelty and sadism.
736* EvilWeapon: Caligrostos often act as such, not only possessing swords and the like, but infusing them with additional magical qualities to make them more appealing to potential wielders. They'll even try to pass themselves off as a normal magical weapon by telepathically communicating with their wielder, and insist that their "fiendish shade" ability is a variant of the ''dancing'' weapon effect. But as soon as -- or even before -- the caligrosto and its one-time wielder defeat their current foe, the demon will turn on their "partner."
737* KillAndReplace: A variant; once a caligrosto has damaged an enemy, its "fiendish shade" ability lets them assume a twisted, demonic parody of that foe's appearance, which the loumara can stay in indefinitely. While in this form, a caligrosto gets an attack bonus against the enemy it is mocking, which also becomes the victim of its reflective damage reduction.
738* NonHealthDamage: A caligrosto's incorporeal touch inflicts Strength damage, while also healing the demon.
739[[/folder]]
740
741[[folder:Dybbuk]]
742[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dybbuk_3e.png]]
743[[caption-width-right:350:3e]]
744->'''Challenge Rating:''' 8 (3E), 4 (5E)
745
746Dybbuks are immaterial fiends capable of possessing dead bodies, which they restore to a semblance of life and use to pursue the vices of mortal civilization. Though they also can't resist terrorizing mortals by making their vessels do horrific and unnatural things.
747----
748* FlyingSeafoodSpecial: A dybbuk's true form resembles a jellyfish and can float through the air.
749* PossessingADeadBody: Their specialty. A dybbuk can possess the corpse of a humanoid or beast and retains control of it while the corpse is intact. When the corpse is damaged beyond repair, the dybbuk abandons it in search of a new one. Note that this is [[SadlyMythcharacterized the complete opposite]] of how dybbuks work in classic Jewish folklore, in which they're incorporeal ''undead'' that possess ''living'' bodies.
750* SupernaturalFearInducer: A dybbuk can strike fear into its enemies by forcing the corpse it is possessing to do something unnatural, such as making an animal's corpse walk on its hind legs or giving a humanoid corpse a case of ExorcistHead. If that doesn't work, they can also innately cast the ''fear'' spell.
751* TouchOfDeath: In their 3rd Edition rules, dybbuks can try to create a fresh corpse to inhabit with a "death touch" attack it can attempt once a day.
752[[/folder]]
753
754[[folder:Guecubu]]
755[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_guecubu_3e.jpg]]
756[[caption-width-right:350:3e]]
757->'''Challenge Rating:''' 4 (3E)
758
759Formless demons that possess living creatures to force them to commit murder.
760----
761* ForcedSleep: Touching a creature in a guecubu's natural form puts it to sleep, allowing the demon to possess it.
762* InvisibleMonsters: Naturally invisible outside a host body.
763* MindOverMatter: Guecubus can use ''telekinesis'' at will, which they use to defend themselves outside a host body, or to subtly kill people while "riding" someone who might not know they're possessed.
764* SerialKiller: A demonic example. The guecubus believe each death they cause this way fits a pattern that will reveal the mystery behind existence.
765[[/folder]]
766
767[[folder:Manitou]]
768[[quoteright:342:https://static.tvtropes.org/pmwiki/pub/images/d&d_manitou_3e.jpg]]
769[[caption-width-right:342:3e]]
770->'''Challenge Rating:''' 12 (3E)
771
772Like twisted druids, these loumaras have power over nature, and can possess plants, animals and fey creatures, all so they can despoil and destroy the wilderness.
773----
774* EnemyToAllLivingThings: These demons delight in corrupting nature, and particularly relish the souls of dryads.
775* GreenThumb: Manitou can cast spells like ''diminish plants'', ''entangle'' and ''plant growth''.
776* NotEnoughToBury: A manitou can make a "Rend Nature" attack against targets its incorporeal form is overlapping, which deals heavy damage as creatures' bodies are torn apart by invisible force. Animals, elementals, plants and fey take extra damage and have to save or be stunned for a round afterward, while constructs, outsiders and undead are immune to this attack.
777* TentacledTerror: Under a ''true seeing'' effect, a manitou looks like a ghostly mass of thorny tendrils ending in fanged teeth, which briefly solidify when it makes bite attacks. Creatures a manitou possesses are impaled by one of these tentacles, which limits the number of creatures the demon can control at once, and means they must remain within a mile of each other.
778* WeatherManipulation: They know ''call lightning storm'' and ''control winds'' as once-per-day spell-like abilities.
779[[/folder]]
780
781!Other Demons
782While the tanar'ri, obyriths and loumaras are the known subraces of demons, not every fiend from the Abyss belongs to those kindreds.
783
784[[folder:Abyssal Drake]]
785[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_abyssal_drake_3e.jpg]]
786[[caption-width-right:350:3e]]
787->'''Challenge Rating:''' 9 (3E)
788
789These creatures were bred to be mounts for demon princes, but proved too unruly to be tamed, and now roam the Abyss to prey upon anything they come across.
790----
791* DragonsAreDemonic: They have a very draconic appearance, but are native to the Abyss and are more fiend than dragon.
792* DragonRider: Their intended purpose was to serve as steeds for the Demon Lords.
793* HellFire: The abyssal drake's breath weapon deals half fire damage and half NonElemental unholy damage.
794* HybridMonster: The abyssal drake is the result of an ancient breeding program that combines the worst elements of demons, wyverns and red dragons.
795* OurWyvernsAreDifferent: Abyssal drakes resemble wyverns with dark red scaled hides, powerful batlike wings, a serpentine neck and razor-sharp claws.
796* SupernaturalFearInducer: When an abyssal drake charges, attacks or flies overhead, it inspires terror in all creatures within 120 feet.
797[[/folder]]
798
799[[folder:Abyssal Scavenger]]
800[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_abyssal_scavenger_4e.jpg]]
801[[caption-width-right:300:4e]]
802->'''Challenge Rating:''' 2 (3E)
803
804Also known as abyssal skulkers, these small but vicious simian demons attack in mobs.
805----
806* EnemySummoner: As per their 4th Edition lore, these demons carry within them motes of Abyssal essence that, when gathered in sufficient numbers, could consume the abyssal skavenger to create a short-lived gate to the Abyss that other demons could come through. For this reason, only the most apocalyptic demon cults bring these creatures to the Material Plane.
807* ManiacMonkeys: They look like hairless apes with horrifying heads, and are more intelligent than the average human, but wholly vicious and evil.
808* MonsterMouth: Like the maw demons, they have vertical mouths that asymmetrically split their three eyes.
809[[/folder]]
810
811[[folder:Bebilith]]
812[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bebilith_3e.jpg]]
813[[caption-width-right:350:3e]]
814->'''Challenge Rating:''' 10 (3E), 18 (4E)
815
816Spider-like demons that hunt other demons.
817----
818* ArmorPiercingAttack: Bebiliths rend and tear at the armor of their foes, gradually breaking it apart to expose the flesh beneath.
819* FoodChainOfEvil: While bebiliths will gladly hunt whatever prey presents itself, their favorite food is the flesh of other demons.
820* GiantSpider: Bebiliths resemble monstrous spiders the size of plow horses.
821* PoisonousPerson: A bebilith's bite is laced with a deadly toxin.
822* {{Telepathy}}: Bebiliths cannot speak, instead using telepathy to communicate silently among themselves.
823[[/folder]]
824
825[[folder:Broodswarm]]
826[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_broodswarm_3e.jpg]]
827[[caption-width-right:350:3e]]
828->'''Challenge Rating:''' 6 (3E)
829
830A single-minded swarm of tiny rotund demonlings, created by a night hag to help kidnap fresh victims.
831----
832* CastFromHitPoints: Broodswarms are created in a painful, month-long process that involves a night hag tearing off chunks of her own flesh to feed to manes. This results in a reduction to the hag's Constitution that cannot be healed while the broodswarm is alive.
833* GulliverTieDown: A broodswarm can generate black thread from their hooked hands, and their "Stitching" ability means that anyone a swarm mobs will take cumulative penalties to their Dexterity until they're helpless, their arms sewn to their sides and their eyes and mouth stitched shut.
834* TheSwarm: Roughly three hundred little demons acting as a single entity.
835[[/folder]]
836
837[[folder:Deathdrinker]]
838[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deathdrinker_3e.png]]
839[[caption-width-right:350:3e]]
840->'''Challenge Rating:''' 18 (3E)
841
842Huge, horned demons that empower themselves with every foe they slay.
843----
844* BigRedDevil: Horns, red skin, hoofed feet, but don't mistake them for a balor.
845* ItsAllAboutMe: Deathdrinkers stay out of Abyssal politics and view such conflicts as beneath them. They're only concerned with their own comfort and finding flatterers to surround themselves with.
846* LifeDrain: Every time a deathdrinker kills something, its signature ability heals them based on how many hit dice its victim had.
847* WalkingWasteland: Deathdrinkers are surrounded by an aura of negative energy, healing undead and damaging the living.
848* WorthyOpponent: They actively seek out these, since they get a morale boost to rolls for 1 minute after killing a foe, but only so long as it had at least 10 HD.
849[[/folder]]
850
851[[folder:Elemental Demon]]
852[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_demons_3e.png]]
853[[caption-width-right:350:3e]]
854->'''Challenge Rating:''' 4 (air, ash), 5 (earth, water), 6 (ice), 7 (fire) (3E)
855
856These fiendish elemental creatures exist as savage wildlife, or as the minions of tanar'ri lords or mortal mages.
857----
858* BirdPeople: Air demons look a lot like smaller vrocks.
859* BlowYouAway: Air demons can blast foes with a sphere of compressed air, dealing damage and potentially knocking them backwards.
860* CreatingLifeIsUnforeseen: The elemental demons' genesis was when a successful pit fiend named Balruhk the Invincible led an invasion of the Abyss itself, only to fall victim to a conspiracy hatched by his jealous rival baatezu. A powerful mortal diabolist named Yullok, in exchange for the service of the baatezu's hellforged devils, agreed to disrupt Balruhk's campaign by summoning him to the Material Plane, and for good measure bribed the pit fiend's battleloth mercenaries to turn on him. Unfortunately the summoning ritual went awry, trapping Balruhk in Yullok's citadel but causing a magical explosion that wiped out both the devilish and demonic armies. The remnants of the tanar'ri and baatezu essences mixed with the raw elemental materials of the Abyss and coalesced into new fiendish forms, hostile to their progenitors.
861* DamageOverTime: Ice demons have a variant in which attacks from their frozen blades leave small, razor-sharp slivers of ice in the victim's wounds. Two to twelve rounds later, these ice shards surge to life, digging deeper into the victim for a burst of heavier damage before melting.
862* ElementalEmbodiment: They're more or less fiendish elementals, composed of the 'natural' materials of the Abyss mixed with the essences of demons and devils.
863* ElementalShapeshifting: Ash demons can replicate a ''gaseous form'' spell by becoming a cloud of powdery soot, while earth demons can take the form of a rocky outcropping or boulder to disguise themselves.
864* FeedTheMole: Air demons are sometimes used as fiendish carrier pigeons, but their stupidity makes it easy for them to deliver a message to the wrong demon. Clever demon lords have been known to give their air demon couriers misleading missives and then sending them off into a rival's path.
865* FishPeople: Water demons look like piscine humanoids with bulbous eyes and oversized mouths stuffed with fangs.
866* AnIcePerson: Ice demons are creatures of living Abyssal ice, who live in the most frigid corners of the plane. Some demon lords set up huge furnaces near the ice demons' glaciers to try to melt their homes and make the demons vulnerable to press gangs.
867* PlayingWithFire: Unsurprisingly, fire demons can set things alight with a mere touch, and are surrounded by an aura of fire that damages those who draw close. More surprisingly, water demons can vent superheated steam from their flanks, causing the water around them to boil.
868* PyroManiac: Fire demons are simple brutes who delight in spreading flame, and try to start as many fires as possible during combat, but aren't smart enough to distinguish between living creatures and inanimate flammable objects. They'll thus attempt to use their flame touch attack against the nearest potential target instead of prioritizing going after their opponents.
869* LaResistance: As the smartest of the elemental demons, ash demons meet in secret cabals to plot against the tanar'ri, or even muster small armies of elemental demons in isolated corners of the Abyss.
870* TheSpiny: Earth demons' blood runs as hot as lava, and sprays out to potentially damage anyone who strikes them with a slashing or piercing weapon. Fire demons similarly damage anyone foolish enough to strike them with a natural weapon or attempt to grapple them.
871* UnusableEnemyEquipment: Ice demons craft a variety of weapons, armor and tools from Abyssal ice, which function as magic items in the demons' hands, but as non-magical equipment when used by other creatures, and the things will melt in an hour after leaving an ice demon's possession.
872[[/folder]]
873
874[[folder:Evistro (Carnage Demon)]]
875[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_carnage_demon_3e.png]]
876[[caption-width-right:350:3e]]
877->'''Challenge Rating:''' 4 (3E), 6 (4E)
878
879Brutish, ape-like demons that resemble red-skinned orcs and exist only to batter other creatures to death.
880----
881* ArmorPiercingAttack: Their slam attacks automatically overcome a target's DamageReduction as if the carnage demon's fists were silvered, adamantine, etc.
882* TheBerserker: They have even odds of going into a frenzy once in combat, attacking the closest thing that isn't another carnage demon.
883* ZergRush: Carnage demons gain a morale bonus to attack rolls and damage based on how many more of their kind are nearby.
884[[/folder]]
885
886[[folder:Ghour]]
887[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghour_3e.jpg]]
888[[caption-width-right:350:3e]]
889->'''Challenge Rating:''' 12 (3E)
890
891Creations of the demon lord Baphomet, these horned goliaths help guard the Endless Maze, or act as his emissaries among loyal ogres, minotaurs and giants on the Material Plane.
892----
893* OurMinotaursAreDifferent: They could be considered giant-sized, fiendish minotaurs, and fittingly can use ''maze'' three times per day.
894* PoisonousPerson: Once per minute, a ghour can exhale a long cloud of poisonous gas that deals [[NonHealthDamage Strength damage.]]
895* SuperScream: Ghours can loose an ear-splitting roar once per day, potentially stunning and deafening those around them.
896[[/folder]]
897
898[[folder:Maw Demon]]
899[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_maw_demon_5e.jpeg]]
900 [[caption-width-right:350:4e]]
901->'''Challenge Rating:''' 2 (3E), 7 (4E), 1 (5E)
902
903Also known as abyssal maws, these squat creatures exist only to gorge themselves.
904----
905* HorrorHunger: 5th Edition gave them an association with the demon lord Yeenoghu, as extensions of his endless hunger. Everything a maw demon eats ends up transported directly into Yeenoghu's gullet.
906* MonsterMouth: They have a vertical mouth splitting the top of their stump-like body.
907* MultiArmedAndDangerous: Three arms, three legs, and three eyes to boot.
908[[/folder]]
909
910[[folder:Immolith]]
911[[quoteright:159:https://static.tvtropes.org/pmwiki/pub/images/d&d_immolith_4e.jpg]]
912[[caption-width-right:159:4e]]
913->'''Challenge Rating:''' 15 (4E)
914
915Blazing creatures formed from the spirits of slain demons, known for their intense hatred of the living.
916----
917* CameBackWrong: Like shadow demons, immoliths are formed when something goes wrong with the process of a killed demon respawning in the Abyss -- in this case, several demonic spirits have fused together into a fiery creature that is both fiend and undead.
918* MookMedic: Though capable combatants, immoliths can also release bursts of necrotic energy that heal nearby undead, as well as the immolith itself.
919* PlayingWithFire: Their "Deathfire Curse" both deals ongoing fire damage and ''slows'' victims.
920* WreathedInFlames: Immoliths' frames are covered in fire, which damages those who draw near. They exploit this by sending their fiery claws out to grab opponents and yank them in close.
921[[/folder]]
922
923[[folder:Myrlochar]]
924[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myrlochar_3e.jpg]]
925[[caption-width-right:350:3e]]
926->'''Challenge Rating:''' 4 (3E)
927
928Also known as soul spiders, these fiendish arachnids rank below yochlols in Lolth's service, and are thus easier for drow priestesses to summon to the Material Plane.
929----
930* GiantSpider: They're Medium-sized fiendish arachnids, capable of [[WallCrawl climbing sheer surfaces]] and ignoring webbing both magical and mundane, though they cannot themselves spin webs.
931* GravityScrew: Their bite attack can deliver a four-round ''reverse gravity'' effect, if the myrlochar wills it.
932* MaximumHPReduction: Their bite attacks have a 1-in-6 chance of permanently transferring one of the victim's hit points to the myrlochar.
933* NoiselessWalker: Myrlochars move in total silence, and cannot be heard unless they want to be.
934* TheParalyzer: Their bite attacks can deliver a four-round ''hold person'' effect, if the myrlochar wills it.
935* PowerGlows: Their bodies have a SicklyGreenGlow, while their eyes glow an ominous red.
936* YouHaveFailedMe: Myrlochars are often summoned to the Material Plane to hunt down foes of the drow, but the Spider Queen is also known to send uncontrolled soul spiders when a priestess who has fallen out of her favor attempts to summon a yochlol.
937[[/folder]]
938
939[[folder:Nashrou]]
940[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nashrou_3e.jpg]]
941[[caption-width-right:350:3e]]
942->'''Challenge Rating:''' 2 (3E)
943
944Ten-foot tangles of chitinous claws and spines, which rove across the Abyss in animalistic packs.
945----
946* MultiArmedAndDangerous: Four legs and six fighting limbs capable of goring or clawing opponents.
947* OneHitKill: Nashrous are distinctly vulnerable to {{Critical Hit}}s, which instantly kill them no matter how much HP they had before.
948* TheSocialDarwinist: Though nashrous are no more intelligent than beasts, observers have noted that they tend to send the younger, smaller members of the pack into battle as the first wave, to either let them earn their place in the pack or purge said pack of weakness.
949[[/folder]]
950
951[[folder:Quasit]]
952[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quasit_5e.png]]
953[[caption-width-right:300:5e]]
954->'''Challenge Rating:''' 2 (3E), 7 (4E), 1 (5E)
955
956A tiny, insectile demon often used as a familiar. Essentially the demonic equivalent to Imps.
957----
958* ArtEvolution: The quasits' artwork tends to go back and forth on whether they have wings or not.
959* TheCorrupter: Quasits who serve as familiars for mortal mages do so with the intention of steering them fully into evil and sending their souls to the Abyss, which they do by goading them into acts of increasing wickedness and depravity and by eagerly encouraging their worst impulses.
960* {{Familiar}}: They're favored in this role by spellcasters who regularly consort with demons.
961* {{Invisibility}}: Quasits can turn invisible at will.
962* OurImpsAreDifferent: Quasits are diminutive, impish demons whose role in the Abyss is a mixture of disposable servants, pets, intelligent vermin, and snacks for bored demons.
963[[/folder]]
964
965[[folder:Shadow Demon]]
966[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadow_demon_5e_transparent.png]]
967[[caption-width-right:350:5e]]
968->'''Challenge Rating:''' 8 (3E), 12 (4E), 4 (5E)
969
970Formless creatures of darkness that resemble fearsome, winged shadows. Though often mistaken for an undead creature, they are demons.
971----
972* CameBackWrong: 5th Edition states that shadow demons are normal fiends whose bodies have been destroyed, but their essences are somehow prevented from reforming in the Abyss, leading to their insubstantial forms.
973* TheDragon: On the Material Plane, shadow demons like to serve as advisors or assistants to powerful evil creatures, from dragons to villainous kings. They're generally loyal and useful servants, though should their master die, the shadow demon is happy to take their soul too.
974* {{Intangibility}}: Incorporeal like undead shadows. Their 3rd Edition statblock comes with a special rule that allows a shadow demon's claw attacks to [[ArmorPiercingAttack bypass their target's armor]] while still rending the flesh beneath it.
975* LivingShadow: Which renders shadow demons all but invisible in dim or dark areas.
976* MindRape: In 5th Edition their claw attacks allow a shadow demon to feed on their victim's memories and thoughts, resulting in psychic damage.
977* YourSoulIsMine: Their much more dangerous 3rd Edition stats include the ability to cast ''magic jar'' once per week, which they use to trap mortals' souls for trade to the night hags or other fiends.
978[[/folder]]
979
980[[folder:Shoosuva]]
981[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shoosuva_5e.png]]
982[[caption-width-right:350:5e]]
983->'''Challenge Rating:''' 8 (5E)
984
985Shoosuvas, also known as abyssal ravagers, are hyena-like fiends created by Yeenoghu, who sometimes gifts them to the mightiest members of a gnoll warband as a sign of his favor.
986----
987* AnimalisticAbomination: A shoosuva looks like an oversized, white-furred hyena with glowing red eyes and rotting skin, and its insides have a sickly green glow that is visible through its open mouth and the skin of its ribs. It's also covered in spikes and has a nasty stinger on its tail.
988* BewareMyStingerTail: A shoosuva's tail ends in a venomous stinger. Its venom leaves the target paralyzed indefinitely, making them easy prey for nearby gnolls.
989[[/folder]]
990
991[[folder:Skulvyn]]
992[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_skulvyn_3e.jpg]]
993[[caption-width-right:300:3e]]
994->'''Challenge Rating:''' 4 (3E)
995
996Aquatic lizard-like demons that menace Abyssal waterways.
997----
998* DamageOverTime: Injuries from their tails causes victims to bleed for additional damage until healed. Since this damage is cumulative with additional wounding attacks, and skulvyns have ''four'' tail attacks...
999* StatusInflictionAttack: Skulvyns emit an aura of strange magic that can cause those nearby to become ''slow''ed for four rounds.
1000* TailSlap: Skulvyns' four spined tails help propel it through the water, but also make deadly weapons.
1001[[/folder]]
1002
1003[[folder:Wastilith]]
1004[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_wastrilith_5e.png]]
1005[[caption-width-right:350:5e]]
1006->Challenge Rating: 17 (3E), 13 (5E)
1007
1008Lords of abyssal oceans, these evolved obyriths have humanoid torsos and eel-like lower bodies.
1009----
1010* BreathWeapon: In some editions, wastriliths can spray a cone of boiling water.
1011* EvilEvolves: Much like [[DemonLordsAndArchdevils Pazuzu]], wastriliths could be seen as a "missing link" between the obyriths and the tanar'ri on a species-wide level, as former obyriths who eventually transformed into tanar'ri- or at least turned into something more akin to them- after evolving and surviving amidst the now-dominant tanar'ri population for untold eons.
1012* MakingASplash: Their control over water lets them create undertows around them that hamper other swimmers.
1013* WalkingWasteland: Wastriliths befoul and corrupt water around them, turning it poisonous. In the case of water in containers, this effect is permanent until the liquid evaporates.
1014* YouWillNotEvadeMe: In 5th Edition, they can launch grasping spouts of water that deal acid damage and pull victims closer to the demon.
1015[[/folder]]
1016
1017[[folder:Whisper Demon]]
1018[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_whisper_demon_3e.jpg]]
1019[[caption-width-right:350:3e]]
1020->'''Challenge Rating:''' 9 (3E)
1021
1022Ghostly, wild-eyed fiends that exist to drive victims to self-destruction and then subjugate their souls
1023----
1024* InsanityImmunity: They're all naturally insane, letting them use their Charisma bonus rather than Wisdom bonus on Will saves, and rendering them immune to ''confusion'' and ''insanity'' effects.
1025* {{Intangibility}}: Naturally incorporeal.
1026* AMindIsATerribleThingToRead: Anything that tries to make telepathic contact with one takes Wisdom damage.
1027* SpawnBroodling: Any creature that kills itself near a whisper demon rises as an allip under its control.
1028* StopHittingYourself: A whisper demon's telepathic assault can ''confuse'' victims, but instead of attacking random targets, those victims will harm themselves.
1029[[/folder]]
1030
1031[[folder:Wrackspawn]]
1032[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_wrackspawn_3e.png]]
1033[[caption-width-right:350:3e]]
1034->'''Challenge Rating:''' 3 (3E), 13 (4E)
1035
1036The result of demonic torture, these twisted beings now exist only to share the pain of their existence.
1037----
1038* AgonyBeam: Their bone weapons are technically shortspears, but deal disproportionate damage by channeling their wielder's pain, and can sicken their foes from the effect.
1039* BadWithTheBone: A wrackspawn fights with a bone shortspear that it actually crafted from pieces torn from its own ruined body. Each wrackspawn can only create such a weapon once, and will obsessively search for it if lost.
1040* BeingTorturedMakesYouEvil: Literally! These former good souls were so broken by their torturers that they are now Chaotic Evil beings themselves.
1041* BodyHorror: Wrackspawn's skin has been [[FlayingAlive flayed]] and their exposued musculature burned, their eyes have been gouged out, their joints can bend in the wrong direction, and some of their limbs have been lopped off or split in two.
1042* SuperSenses: They have impressive blindsight to compensate for their lack of eyes.
1043[[/folder]]
1044
1045[[folder:Yochlol]]
1046[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_yochlol_3e.jpg]]
1047[[caption-width-right:350:3e]]
1048->'''Challenge Rating:''' 8 (3E), 17 (4E), 10 (5E)
1049
1050The handmaidens of Lolth, who carry out the Spider Queen's will amongst the drow and act as her agents among rival Abyssal powers.
1051----
1052* BlobMonster: In its true form, the yochlol appears as a pillar of yellow slime with a single malevolent eye.
1053* EnemyCivilWar: A notable aversion, especially for a Chaotic Evil creature. Yochlols get along perfectly fine with one another, united as they are in their devotion to Lolth.
1054* ShapeshiftingExcludesClothing: Yochlols are nude whenever they go from one form to their elven form, and so try to do so only in situations where they have equipment and clothes ready.
1055* SmugSnake: Yochlols are well aware that they're Lolth's favorite servants, and thus enjoy bossing around other demons, even stronger ones, who are leery of incurring the Spider Queen's wrath.
1056* SuperSmoke: Beyond their solid forms, yochlols can become a cloud of poisonous gas. It's in this form that the demons can use ''contact other plane'' to report in to their mistress.
1057* VoluntaryShapeshifting: Their true form is a slime pillar, but they can also transform into a giant spider or a beautiful drow woman. It's noted that they don't have enough control over their drow form to take the likeness of a specific individual.
1058[[/folder]]
1059
1060!Demon Princes
1061
1062The unquestioned lords of the Abyss, mostly because they can kill anyone who complains about their claims. Demons aren't actually the only things capable of being Demon Princes- it's just a title, and anything evil and powerful enough to claim a layer of the Abyss for their own and (including some deities) can become one.
1063
1064[[folder:Baphomet]]
1065[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baph5e.jpg]]
1066[[caption-width-right:350:5e]]
1067[[caption-width-right:350:[[labelnote:4e]]https://static.tvtropes.org/pmwiki/pub/images/baphomet4e_5.jpg [[/labelnote]] ]]
1068->'''Challenge Rating:''' 20 (3E), 23 (5E)
1069The Demon Prince of Beasts, and the patron of Minotaurs. Once a mortal being, either a beast who lived as a man or a man who lived as a beast, in the Abyss he plots to destroy civilization and institute a brutal rule of might where the strong hunt the weak. He rules most of layer 600, the Endless Maze, but keeps a respectful distance from the Bone Castle of Pale Night.
1070----
1071* {{Baphomet}}: A demon lord resembling a humanoid with a bestial, horned head, although in this version his head is a minotaur's and his association with occultism is replaced with an association with beasts, monsters and the wilderness.
1072* CursedWithAwesome: Some legends claim that Baphomet was a humanoid or animal (possibly a bull) cursed into his current form. Said form is a towering demon prince ruling an entire layer of the abyss.
1073* GeniusBruiser: Despite being a hulking brute who wants to tear down all civilization, Baphomet is quite smart and enjoys making complicated plans to take down prey. He's also fond of experimenting on creatures and fiends to breed better servants, and has a dedicated Tower of Science in his Endless Maze.
1074* HuntingTheMostDangerousGame: Most of Baphomet's rites involve hunting down human prey.
1075* MakerOfMonsters: He's said to experiment with the creation of monsters in his personal fortress, with minotaurs and several breeds of demon, such as the goristro, counting amongst his more successful creations.
1076* MysteryCult: Most of his cults operate like this, where the rank and file think they're entering a pastoral religion with rituals involving mazes and ceremonial animal masks and just want some catharsis and relief from social strictures, the higher levels are composed of people more receptive to Baphomet's ''actual'' philosophy (those who get cold feet tend to get killed quickly), and only the highest echelons actually know they're worshipping Baphomet.
1077* OurMinotaursAreDifferent: This version of Baphomet is a giant minotaur, and most normal minotaurs worship him.
1078* PoliticallyIncorrectVillain: Not Baphomet himself- all are equally worthless before the horned king- but it's noted that Baphomet's cults attract a lot of bigots and people who generally think themselves above others.
1079[[/folder]]
1080
1081[[folder:Dagon]]
1082[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dagon_3e.png]]
1083[[caption-width-right:350:3E]]
1084->'''Challenge Rating:''' 22 (3E), 32 (4E)
1085
1086An ancient obyrith lord who remained neutral during The Upheaval, but was too powerful for the Queen of Chaos to punish for his disloyalty. He is respected by the tanar'ri for both his might and his vast knowledge of Abyssal secrets. Dagon rules the Shadowsea, layer 89, directly beneath Demogorgon's home of the Gaping Maw, and the two princes can be considered allies.
1087----
1088* BrownNote: Those who encounter Dagon may develop intense thalassophobia and freeze up in terror at the sight of any creature with the Aquatic subtype.
1089* CompellingVoice: His "Doomsong" ability, which is as much a sonic as it is a supernatural effect, compels those to hear it to move toward Dagon, even if they start drowning.
1090* {{Expy}}: Of the Literature/CthulhuMythos' Dagon in theme if not in form, especially with the note that some groups of degenerate [[FishPeople kuo-toa]] worship Dagon as a god and try to recruit coastal humanoid communities into his worship.
1091* KnowledgeBroker: Dagon serves this role, taking offerings of weapons and sacrifices from other demons in exchange for ancient knowledge about the Abyss.
1092* MixAndMatchCritters: An eel-like neck supporting the fanged head of a deep-ocean predator, atop a body that is some horrible combination of sea serpent, octopus and shark.
1093[[/folder]]
1094
1095[[folder:Demogorgon]]
1096[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_ns9hh7dqvd1tyj78go1_1280.png]]
1097[[caption-width-right:350:5e]]
1098[[caption-width-right:350:[[labelnote:4e]]https://static.tvtropes.org/pmwiki/pub/images/3e655d00199426caf047cd7dd5d235e3.jpg [[/labelnote]] ]]
1099[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/232demo3ee.jpg [[/labelnote]] ]]
1100[[caption-width-right:350:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/13e72aacbd57916de3840140410980b7.jpg[[/labelnote]] ]]
1101->'''Challenge Rating:''' 23 (3E), 34 (4E), 26 (5E)
1102
1103The being with the best claim to being the true Prince of Demons. Demogorgon is a monstrous creature with twin tentacles for arms and two baboon-heads, named Amaeul and Hethadriah. The two constantly seek to destroy each other, as their combined form does with all life. He rules over layer 88, The Gaping Maw.
1104------
1105* ArtEvolution: As seen in the pictures to the right, he started out as a bit dorky looking (not unusual for 1st edition artwork), then got more baboon-like with each edition, until 5th edition, where he became more demonic in appearance.
1106* AsskickingLeadsToLeadership: Demogorgon is probably the most powerful Demon Prince, which is why so many serve him -- in the Abyss, the only way to get people to do what you want is to force them.
1107* BewareTheSillyOnes: While ArtEvolution has somewhat mitigated the issue, Demogorgon has always been one of the most ridiculous archdemons when taken at face value, a tentacled baboon with two eternally-bickering, completely insane heads. He's also the single most dangerous and powerful being in the Abyss, and surprisingly cunning despite his quirks. Even his insanity is more dangerous than one might expect, not least because it's highly contagious.
1108* BrownNote: A true copy of his symbol (a sort of twisted, spiral Y-shape with no official artwork) can drive mortals to madness and worship if they view or contemplate it for too long. Mordenkainen even tried to work around this by only looking at it through a mirror, which ended up making the effect more subtle and insidious, and he was only saved by the intervention of his disciple.
1109* CombatTentacles: Demogorgon has two tentacles growing from each elbow, and uses said tentacles to lash his opponents in melee combat.
1110* TheCorrupter: Anyone who sees his true demonic sigil (as drawn by Demogorgon himself or one of his trusted followers) is compelled to worship him, and he's behind more monstrous versions of common races- Ettins are corrupted ogres, and Merrow are corrupted merfolk.
1111* EvenEvilHasLovedOnes: Demogorgon actually does care for some of his children as well as his mistress, the Succubus Queen Malcanthet, and one of his deepest fears is that they too will betray him... and unfortunately for him, Malcanthet is a ManipulativeBitch who is just using him for her own ends and playing on his feelings.
1112* HatePlague: His presence drives animals, even docile ones, into a violent frenzy.
1113* HisOwnWorstEnemy: In the most literal way possible; given his sheer power and influence, the sole reason why Demogorgon hasn't completely seized control of the Abyss (aside from every other demon lord in existence doing their damn best to make sure such a thing never happens) is because his own two heads- both of whom have their own conflicting personalities and priorities- are just as insanely paranoid of each other as they both are of everything else in the universe, with the two constantly plotting against and trying to destroy each other whenever they aren't plotting against and trying to destroy a mutual and imminent threat. Shami-Amourae, one of his former lovers, even refers to him as this verbatim.
1114* HypnoticGaze: Demogorgon's gaze can drive people temporarily insane or put them into a brief stupor. If both heads focus their gaze on a single creature, they hypnotize it, and Demogorgon effectively takes complete control of that creature for one turn.
1115* MultipleHeadCase: He has two heads, both equally insane.
1116* OmnicidalManiac: His end goal is to kill everything in the universe that isn't him, at which point Amaeul and Hethadriah will finally turn against and destroy each other, leaving the universe empty.
1117* TheParanoiac: At his core, Demogorgon is a deeply traumatised and frightened discarded lab experiment that [[ProperlyParanoid (not wrongly)]] believes everyone and everything in the Abyss and beyond is out to get him and that the only way for him to survive is to gain as much power as possible and kill everything that might be a threat (which could be literally anything, in his eyes).
1118* SuperPrototype: Demogorgon was the first tanar'ri demon created by the Queen of Chaos, made from the first soul corrupted by Chaos, and is undoubtedly the most powerful. Despite his great power, however, he was actually discarded by the Queen as a failure, being too crazy to control.
1119* VolcanicVeins: 5th edition artwork depicts Demogorgon as having veinlike cracks all over his body which glow with a sulfurous yellow light.
1120[[/folder]]
1121
1122[[folder:Eltab]]
1123[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eltab.png]]
1124 [[caption-width-right:350:3e]]
1125->'''Challenge Rating:''' 28 (3E)
1126
1127Once a great power of the Abyss on par with the likes of Demogorgon, Orcus, and Graz'zt, after being summoned in the ancient past by the demon-binders of Narfell to fight their enemies Eltab became trapped on the Prime Material Plane, where he would be repeatedly imprisoned and set free throughout the ages. He "rules" over layer 248 of the Abyss, known as the Hidden Layer, fragments of which were dragged into the Prime Material Plane with his summoning.
1128------
1129* EvilPowerVacuum: With Eltab trapped on the Prime Material Plane, the Hidden Layer is split into various fiefdoms by Eltab's former lieutenants, constantly fighting for control over the realm.
1130* EvilTowerOfOminousness: The Citadel of Conjurers, also known as Dun-Orthass, a dark tower built near the end of the Narfelli empire. A massive demoncyst known as the Hall of the Hidden Throne rests deep within it, containing both Eltab's ruined palace and the calling circle that binds him to Faerûn. It is here the Eltab now dwells, plotting plans of conquest and revenge.
1131* HornsOfVillainy: Numerous horns and antlers adorn the head of this Deomn Prince.
1132* HungryJungle: While mostly barren rock, much of the Hidden Layer is said to hold vast forests of deadly (often sentient) plant life such as assassin vines, bloodthorns, ironmaws, and viper trees.
1133* SealedEvilInACan:
1134** Ever since his initial summoning, Eltab has been repeatedly imprisoned and set free from numerous demoncysts before he was finally defeated, which resulted in him being teleported to the Citadel of Conjurers where now resides.
1135** Many of the demoncysts lay buried underground and contain multitudes of demons that were dragged from the Abyss along with them, just waiting to be released.
1136* ShatteredWorld: In a sense. Due to the unique nature of how Eltab was summoned, fragments of his layer of the Abyss were dragged with him, scattered across Northeast Faerûn. These chunks, known as demoncysts, are usually no more than 100 feet across and maintained their own environments [[DeathWorld (barren rock constantly plagued by lightning storms)]] that don't mix with the natural world.
1137* SummoningRitual: Eltab was summoned to Faerûn using a unique form of ''calling circle'' known as ''adamantine binding.'' This spell is so powerful that so long as it remains intact Eltab can never leave the Prime Material Plane, which is a problem as the only weapon believed to be powerful enough to break the binding is the legendary greatsword of Rashemen, Hadryllis.
1138[[/folder]]
1139
1140[[folder:Fraz-Urb'luu]]
1141[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fraz_urbluu_5e.png]]
1142 [[caption-width-right:350:5e]]
1143 [[caption-width-right:350:[[labelnote:4e]]https://static.tvtropes.org/pmwiki/pub/images/433px_frazurbluu_4e.png[[/labelnote]] ]]
1144 [[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/fraz_urbluu_3e.jpg[[/labelnote]] ]]
1145 [[caption-width-right:350:[[labelnote:1e (S4 module)]] https://static.tvtropes.org/pmwiki/pub/images/frazurbluu_s4_8.png[[/labelnote]] ]]
1146->'''Challenge Rating:''' 21 (3E), 23 (5E)
1147
1148The Demon Prince of Deception, able to fool even other demon lords into thinking they've been summoned by a mortal, allowing Fraz-Urb'luu to unleash them upon third parties, usually right after he teleports away from the scene. He spent some two hundred years trapped within a bas relief below Castle TabletopGame/{{Greyhawk}} by the mad archmage Zagig, until some foolish adventurers accidentally released him. He has spent much of his time since his escape rebuilding his domain of Hollow's Heart, layer 176, and searching for his lost ''Staff of Fraz-Urb'luu''.
1149------
1150* AntiMagic: He possesses a "disjuncting touch" that allows him to automatically disenchant any magic item that he gets his hands on (something that two unfortunate adventurers that Gary Gygax pitted him against found out the hard way, as elaborated in ThePlotReaper below) and even gives him a 1-in-5 chance to [[DispelMagic dispel]] ''antimagic field'' effects and destroy artifacts, although each time he does the very latter, he runs the risk of losing all of his powers for a century... something that, in the past, his rivals took advantage of in a revenge scheme against him with the help of the mage Zagyg, tricking him into destroying an artifact called the ''Ichor Lance'' that Zagyg would seemingly use against him once he was summoned, only for the wizard to bind him into a bas relief when this subsequently stripped him of his powers and rendered him vulnerable.
1151* ArtEvolution: He has always been depicted as a gargoyle-like figure, but prior to 5e he was drawn as very muscular. 5e gave him a more hunched over, gargoylish posture. Still got the mutton chops, though.
1152* ConsummateLiar: Both the demon himself, and anyone who knowingly enters his service.
1153** CompulsiveLiar: Even people who don't willingly or knowingly serve him can become habitual liars if they succumb to his influence; one of the Madness Of Fraz-Urb'luu options in 5e is "I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me".
1154* TheCorrupter: He uses his powers to trick heroic people into performing increasingly evil acts in pursuit of what they believe to be noble ends, both to serve his goals and for his own perverse amusement.
1155* EvilIsPetty: Fraz-Urb'luu is quite possibly the most spiteful and gratuitously sadistic demon in the Abyss... no small feat, given the tanar'ri are already some of the most proactively loathsome and unsavory fiends in the Lower Planes. To count the most prominent examples:
1156** He built up his HatedByAll status by fooling other demon lords into being summoned into his clutches, before binding them into temporary servitude with his ''Staff Of Fraz-Urb'luu'' to take things that he wished from them- and many times which he did [[ItAmusedMe simply to amuse himself]]- before dismissing them once he grew bored with them, presumably to let them wallow in their humiliation.
1157** When all of the trickery elaborated above came back to bite him- resulting in a centuries-long imprisonment within the depths of Castle Greyhawk, during which his demonic enemies stormed his Abyssal layer and razed it to the ground, as well as sundered the ''Staff Of Fraz-Urb'luu'' and scattered its pieces across the cosmos- and he eventually returned to see his home had been destroyed in his absence, he swore bloody vengeance upon the entire Material Plane for Zagig's hand in his fall from power; in the ''Dragon'' magazine issue that details him, it's noted that, unlike other demons- who see the Material Plane as a place ripe for sowing chaos and depravity within mortal hearts- Fraz-Urb'luu just sees it as a massive affront to his wounded pride and would have it all completely destroyed instead.
1158** Part of why he even bothers to deceive mortals and be TheCorrupter in the first place is so that, when they eventually end up in his clutches, he can sadistically show them the true horrific consequences of them believing in his lies and unknowing serving his interests, driving them over the DespairEventHorizon before devouring their souls... and if the person in question was some unlucky shmuck who happened to be a follower of one of his false religions, he'll typically string them along for a bit longer first with an idyllic-but-false afterlife that gradually fades away, until the poor sap ultimately realizes the horrible truth.
1159* FantasticRacism: While he's willing to accept human followers into his cults- both as deceived unfortunates and voluntary servants- he otherwise possesses a special and powerful hatred towards the human race, as the two summoners instrumental to his imprisonment beneath Castle Greyhawk and the destruction of his Abyssal realm were both human, to the point where he tends to abandon his more cunning and intelligent tactics against human foes in favor of savagery beating them into the ground, and one of his newfound primary goals- once he regains his former power- is [[FinalSolution to slaughter every last human in existence]].
1160* GeniusBruiser: His greatest weapons are his silver tongue, potent illusions, and insidious cunning, but he's far from lacking in the area of physical strength and is completely willing to use brute force when guile fails; see PintSizedPowerhouse below.
1161* HatedByAll: ''Nobody'' likes Fraz-Urb'luu, and rival demon lords in particular despise him for effectively crank calling them.
1162* HeWhoFightsMonsters: One of his prefered tricks is to pose as a benevolent sponsor to demon hunters, letting them hunt down and sabotage his rivals while pushing them to committ atrocities that will damn them.
1163* ManipulativeBastard: He can easily manipulate people into doing what he wants through a combination of illusions and lies.
1164* MasterOfIllusion: He has many illusion spells at his disposal.
1165* PintSizedPowerhouse: Compared to his fellow Demon Lords, he is the smallest except for Graz'zt. Though he is not the strongest of the demon lords, he is still immensely powerful by mortal standards (in 5e specifically, he has a Strength score of ''29''- on par with larger and more martially-oriented demon lords like Baphomet, Yeenoghu, and even ''Demogorgon''- among other things).
1166* ThePlotReaper: A non-lethal instrument of the trope. Old Fraz was thought up by Gary Gygax himself to deal with a pair of players who had gotten too powerful, so he had them encounter and free the demon lord, who "thanked" them by yanking them into the Abyss and destroying all their gear.
1167* ScamReligion: Most of his "cults" are composed of people he or his true followers have lied to.
1168* SealedEvilInACan: He used to be stuck in Castle Greyhawk back in ye olden days of the 80s. Then [[NiceJobBreakingItHero some adventurers broke him out by accident]].
1169* SpaceMaster: In 5th edition his mere presence warps space so that roads turn back on themselves and lead nowhere. He can also use a lair action to turn doors into walls and vice versa.
1170* SummonMagic: He has the ability to temporarily summon a demon of virtually any power level- including a ''demon lord''- while using his illusions to mask himself as being a foolish mortal summoner. While he's more than willing to use this ability pragmatically in combat (making things FromBadToWorse for anyone fighting him by siccing ''another'' demon lord- often at full fighting strength- onto them while he falls back), he's most notorious (especially in the Abyss) for having made a habit of [[{{Troll}} briefly summoning other demon lords into his clutches and taking advantage of them however he wished]] in the past, at least until [[LaserGuidedKarma some of his demonic enemies got together to give him a taste of his own medicine, which resulted in him being bound and imprisoned by an actual mortal summoner for more than a century, during which all the enemies he made due to his antics stormed his layer of the Abyss and tore it to the ground]].
1171* VocalDissonance: He's described as having a very melodious and pleasant voice, and looks like... well, look at the images above.
1172* VoluntaryShapeshifting: He can take any form he likes, the better to deceive and manipulate people.
1173[[/folder]]
1174
1175[[folder:Graz'zt]]
1176[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/796px_grazzt_5e.png]]
1177[[caption-width-right:350:5e]]
1178[[caption-width-right:350:[[labelnote:4e]] https://static.tvtropes.org/pmwiki/pub/images/grazzt_4e_2.jpg[[/labelnote]] ]]
1179[[caption-width-right:350:[[labelnote:3e]] ]https://static.tvtropes.org/pmwiki/pub/images/grazzt_3e.jpg[[/labelnote]] ]]
1180[[caption-width-right:350:[[labelnote:2e]] https://static.tvtropes.org/pmwiki/pub/images/grazzt_2e.jpg[[/labelnote]] ]]
1181[[caption-width-right:350:[[labelnote:1e]] https://static.tvtropes.org/pmwiki/pub/images/grazzt_1e.jpg[[/labelnote]] ]]
1182->'''Challenge Rating:''' 22 (3E), 32 (4E), 24 (5E)
1183
1184The Demon Prince of Forbidden Pleasure, and one of the biggest horndogs in the Abyss, rivaled only by the Succubus Queen Malcanthet and the Lord of Incest and Sexual Taboos Socothbenoth. Graz'zt looks like a handsome black-skinned human man who's just a little off, with his unnatural coloration, goatlike legs, six fingers on each hand, and small horns. He's also the biggest MagnificentBastard of the Demon Princes, which has led to theories that he's a devil who switched sides. Uniquely among demon princes, Graz'zt rules three layers at once, his realm of Azzagrat, spanning layers 45, 46 and 47.
1185------
1186* BigScrewedUpFamily: He is sometimes believed to be the son / creation of of the Obyrinth Lord Pale Night, who summoned a powerful fiendish outsider to be the father- said outsider is sometimes thought to be Asmodeus himself, which might explain why he is also thought to be a former Archdevil. In turn, Graz'zt himself was captured and effectively raped by the witch Iggwilv (aka Tasha), who birthed the cambion demigod and warlord known as Iuz who terrorises the world of Oerth (where the Greyhawk campaign takes place), although Graz'zt has many other fiendish children as well. This origin would also make Graz'zt a half-sibling of several Devils as well as Demons, as both Asmodeus and Pale Night have lots of other offspring too. Among demons, his most notorious siblings are [[ChainedByFashion Vucarik-in-Chains]], [[LazyBum Lupercio]], [[CastingAShadow Rhyxali]] (who shares his features of six-fingered hands and jet-black skin) and [[VileVulture Zivorgian]]. Unsurprisingly, they all hate him and he hates them back just as much, with the sole exception of Rhyxali, the only one he tolerates, mostly because [[BirdsOfAFeather she resembles him a bit]], unlike all the others.
1187* TheChessmaster: While he can't match Demogorgon or Orcus in terms of sheer power, he has the advantage of [[SanityHasAdvantages not being bonkers]], which lets him spread his influence across multiple layers.
1188* CutLexLuthorACheck: When Graz'zt managed to capture Waukeen, Faerunian Goddess of trade, he forced her to...help him fill his coffers with riches.
1189* DefectorFromDecadence: One of the most common backgrounds for him was that was a Devil who fought his way into the Abyss, and unable to escape, was changed by it's power. In response, he decided to defect to the Abyss and Demons. Of course, this is an example of defecting from decadence into ''even worse'' decadence.
1190* GoingNative: A few of the [[MultipleChoicePast many versions of his backstory]] suggest that he began life as an Archdevil serving Asmodeus, who defected from the hierarchy of Hell to become a demon lord.
1191* TheHedonist: Graz'zt loves pleasure in all its forms, and delights in pageantry that other demon lords dismiss.
1192* HotAsHell: Both in a literal sense and in a figurative one- there are a ''lot'' of demons, cambions, and tieflings who trace lineage to him. Graz'zt is based on stories from witch trials, where witches would claim to copulate with the Devil in the guise of a handsome black-skinned man.
1193* HorrifyingTheHorror: He is one of the top dogs of the Abyss, competing with Demogorgon and Orcus, yet he is ''terrified'' of Pale Night.
1194* MonsterProgenitor: He was stabbed by Glasya during an invasion of the Abyss. The droplets of blood which fell from Graz'zt's wound came to life as the first babaus, who helped him drive off the invading devils.
1195* PintSizedPowerhouse: Like Fraaz Urb'luu, he's small by Demon Lord standard. Still a demon lord, though.
1196* SupernaturalGoldEyes: One of the traits that mark his inhumanity is that his eyes are gold in color.
1197* UnholyMatrimony: He has a really complicated relationship with the witch Iggwilv where they do genuinely love each other insomuch as they're capable of positive emotions, but they're too messed up to actually admit it, and instead are stuck in a cycle of mutual exploitation.
1198* WeakButSkilled: By Demon Lord standards at least; Graz'zt generally dislikes brute force and relies on subtleties and manipulation to get his way. By mortal standards, he's still as terrifyingly strong in a fight as you would expect.
1199[[/folder]]
1200
1201[[folder:Juiblex]]
1202[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/juiblex_5e.jpg]]
1203[[caption-width-right:350:5e]]
1204[[caption-width-right:350:[[labelnote:4e]] https://static.tvtropes.org/pmwiki/pub/images/397px_juiblex_4ewebp.png[[/labelnote]] ]]
1205[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/juiblex_3e.jpg[[/labelnote]] ]]
1206[[caption-width-right:350:[[labelnote:1e]] https://static.tvtropes.org/pmwiki/pub/images/544px_juiblex_1e.jpg[[/labelnote]] ]]
1207->'''Challenge Rating:''' 19 (3E), 23 (5E)
1208
1209The demon lord of oozes and slimes, Juiblex lives to consume. Reflecting the nature of his "worshippers," Juiblex is barely sentient. He has vague ambitions of expanding until all the universe is his slime, but other than that he's not bright enough to have plans. He contests layer 222 with Zuggtmoy, and recently expanded his Slime Pits while his rival was trapped within the infamous TabletopGame/TempleOfElementalEvil.
1210
1211----
1212* AcidAttack: His touch is corrosive, and he can spray acidic slime at distant enemies, all as befitting of an ooze.
1213* AnthropomorphicPersonification: In 4e, far from being some mere demon lord, he is in fact the very personification of evil's infective and corrupting nature. According to the World Axis cosmology of 4e, when Tharizdun plunged the shard of evil into the "flesh" of the Elemental Chaos (thus creating the Abyss), the blood and fluids that spewed forth gained sentience and became Juiblex.
1214* ApocalypseCult: The people who worship Juiblex are the kind of people who are perfectly fine with letting a giant slime monster devour all life in the universe. In fact, they look forward to the day when this happens.
1215* BlobMonster: Juiblex is a towering pillar of caustic ooze, with multiple eyeballs floating within his gelatinous bulk.
1216* GameplayAndStorySegregation: The notion that Juiblex is barely sentient is not borne out by his stat block in 5th edition. His Intelligence and Wisdom scores are both 20, making him smarter (but not wiser) than both Baphomet and Yeenoghu, equally as intelligent as (and wiser than) Demogorgon and Zuggtmoy, and on par with Orcus in both categories. The only demon lords smarter and wiser than him in this edition are Fraz-Urb’luu and Graz’zt, who are among the smartest of their kind anyway. Even his lowest mental score, Charisma, is still higher than Yeenoghu's at a 16.
1217* LovecraftianSuperpower: Cultists of Juiblex can develop ooze-like traits, such as taking on a semiliquid form that can squeeze into tight spaces or gaining acidic blood which sprays out of their wounds to harm their attackers. He can also grant his followers a tremendous bonus to their Constitution scores, but this bonus comes with an equal penalty to their Intelligence, Wisdom, ''and'' Charisma.
1218* MoralityPet: If you believe any of the ''Castle Greyhawk'' parody module is canon (and why would you?), Jubilex has a beloved pet parrot.
1219* PoisonousPerson: In 5th edition he has a Corrupting Touch attack which inflicts poison damage and covers the victim in a noxious slime, which poisons any creatures within 10 feet of the victim.
1220* TimeAbyss: According to 4th edition, Juiblex is the ''absolute oldest'' of the non-obyrith demon lords, created as a side-effect of Tharizdun creating the Abyss.
1221* WalkingWasteland: His mere presence poisons nearby creatures, turns small bodies of water into HollywoodAcid, and covers most surfaces within 6 miles of him with a thin film of sticky, slippery gunge.
1222[[/folder]]
1223
1224[[folder:Kostchtchie]]
1225[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/812px_kostchtchie_5e.jpg]]
1226[[caption-width-right:350:5e (imprisoned by Zariel)]]
1227[[caption-width-right:350:[[labelnote:4e]] https://static.tvtropes.org/pmwiki/pub/images/kostchtchie_4e.jpg[[/labelnote]] ]]
1228[[caption-width-right:350:[[labelnote:1e]]https://static.tvtropes.org/pmwiki/pub/images/kostchtchie_1e.jpg[[/labelnote]] ]]
1229->'''Challenge Rating:''' 21 (3E)
1230
1231Kostchtchie was once a human who, through a deal with Baba Yaga, became a monstrous warlord. He was eventually slain by a legendary hero, and his soul ended up in the Iron Wastes, Abyssal layer 23, which he turned into his domain. Kostchtchie is a popular patron for giants, particularily frost giants who turn to demon worship, and he seeks to eventually usurp the frost giant god Thrym.
1232-----
1233* DealWithTheDevil: As a mortal, he made one with Baba Yaga. She took his soul and stuck it in an amulet, making him immortal. The cost was that he would slowly grow into a monster, first resembling an ogre and then a giant.
1234* DemonOfHumanOrigin: Kostchtchie started out as a human, but, through a deal with Baba Yaga, became immortal at the cost of growing to monstrous size. When he died, he ended up in the abyss and eventually grew to a Demon Lord.
1235* ElementalWeapon: Kostchtchie wielded the warhammer Matalotok, which was forged by the god Thrym. As is to be expected from a weapon forged by the frost giant god, its strikes create explosions of cold, and it makes him utterly immune to cold damage. After his defeat and imprisonment by Zariel, she claimed the hammer herself.
1236* EthnicGod: Of a kind, though he's not a god. He is worshipped mostly by giants, and particularily frost giants.
1237* EvilIsNotAToy: Kostchtchie has attempted to forge an alliance with Obox-Ob (see bellow). He is aware of the Lord of Vermin's hatred of tanar'ri, but considers himself a frost giant, not a demon. Obviously Obox-Ob is more likely to consume Kostchtchie than ally with him.
1238* FromNobodyToNightmare: An outcast tribal warrior became a feared demon lord.
1239* GodhoodSeeker: He is already nigh-godlike by virtue of being a demon lord, but he fashions himself the ''true'' god of frost giants and wants to usurp Thrym.
1240* GoingNative: He is not actually a giant, but considers himself one and wants to become the god of frost giants.
1241* OffingTheOffspring: After forcing himself on a Valkyrie, Kostchtchie abducted his resulting daughter and sacrificed her in a ritual to force open a permanent gate between the Iron Wastes and Ysgard.
1242* PoliticallyIncorrectVillain: Kostchtchie is a proud misogynist, convinced that women are inferior weaklings that serve no purpose other than spawning new men.
1243* SealedEvilInACan: He was defeated by Zariel recently, and she stuck him in a pit in Avernus, guarded by chain devils. The party in ''TabletopGame/BaldursGateDescentIntoAvernus'' can free him to create a distraction.
1244[[/folder]]
1245
1246[[folder:Malcanthet]]
1247[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_malcanthet_3e.png]]
1248[[caption-width-right:350:3E]]
1249->'''Challenge Rating:''' 21 (3E)
1250
1251The current Queen of the Succubi rules layer 570, the hedonistic paradise of Shendilavri, whose unearthly beauty and decadent pleasures entrapt and corrupt those who succumb to its temptations. Malcanthet counts her fellow demon lords Pazuzu and Demogorgon as lovers, but has had trysts with many others as part of Abyssal politics. While she has a long feud with Yeenoghu over an incident on the Material Plane, her worst rival is Graz'zt, who she constantly schemes against.
1252----
1253* AttackReflector: Any enchantment effect that fails to penetrate her Spell Resistance is instead redirected against its caster.
1254* AuthorityEqualsAsskicking: She had to fight her way to the top and defeated 3 of her rivals for the title of "Queen of Sucubi". Shami-Amourae, Lynkhab and Xinivrae still want her title but none of them is powerful enough at the moment to pose a threat, hence Malcanthet now reigns supreme.
1255* BewareMyStingerTail: Malcanthet's tail delivers a poison that greatly damages her victim's Wisdom, with a secondary effect identical to the ''dominate person'' spell.
1256* CharmPerson: Beyond her tail, merely meeting Malcanthet's gaze can cause others to fall under her control.
1257* FullFrontalAssault: Her "Profane Beauty" ability gives her a hefty bonus to her Armor Class so long as she doesn't wear any physical protection, ensuring that even if she's caught ''in flagrante delicto'' she can put up a fight.
1258* ItAmusedMe: Shendilavri is rife with scheming, and Malcanthet regularly has to defeat attempted coups, but she and her spies are on top of the situation, and Malcanthet prefers to let these plots proceed for as long as possible, before apprehending and personally torturing her would-be rivals.
1259* LegacyCharacter: Malcanthet is merely the most recent fiend to claim to be "Queen of the Succubi," and has to defend her title from several other rivals.
1260* MotherOfMonsters: Malcanthet's relationship with Pazuzu has resulted in the birth of several potent succubi children, while with Demogorgon she's sired "things best left unmentioned."
1261* SuccubiAndIncubi: The patron of them, at least before the succubi became independent from demons.
1262* TooMuchAlike: The heart of her emnity with Graz'zt is that she and the Dark Prince are just too similar, being supremely sensual schemers. Malcanthet claims that their feud began when she turned down Graz'zt's advances and his wounded pride led him to seek vengeance, while he claims exactly the opposite.
1263[[/folder]]
1264
1265[[folder:Obox-Ob]]
1266[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/obox_ob.jpg]]
1267 [[caption-width-right:350:3e]]
1268->'''Challenge Rating:''' 22
1269
1270->[[AC:Ancient am I, ancient and worthy of your fealty. Swear allegiance to me and I will tell you... everything about the secret Abyss. ]]
1271
1272Obox-Ob is an obyrith demon lord, and one of the oldest. When the planes were still young, an obyrith survivor of the previous multiverse ruled all demon kind, until he was overthrown and slain by the Queen of Chaos, and his title usurped by her creation, Miska the Wolf-Spider (and then Demogorgon). The old prince survived, however, through a single avatar that escaped the Queen's ambush. This avatar became the demon lord Obox-Ob, the Lord of Vermin, ruling a small realm known as the Blood Marshes, located in the distant depths of Zionyn, the 663rd layer of the Abyss.
1273----
1274* ArchNemesis: Obox-Ob hates Demogorgon for usurping his position, and the hatred is mutual.
1275* BloodKnight: While Obox-Ob hates taking risks, he enjoys melee combat, and relishes in slaying lesser opponents.
1276* BrownNote: Obox-Ob's aberrant form "inflicts mind-rending nightmares on those that looked upon it and instilled a permanent sense of entomophobic dread within the victim"
1277* TheCorruptor: Obox-Ob is not poisonous, he is far worse. His bite transfers the pure corruptive nature of Chaos.
1278* CreepyCentipedes: Appropriately for the lord of Vermin, Obox-Ob appears as a great centipede with three skulls at the end of his tail.
1279* TheDreaded: Obox-Ob is the only thing Demogorgon truly fears. This is less for sheer power (Demogorgon would wreck him in a normal fight), and more out of fear that Obox-Ob still retains some of his authority as Prince of Demons, which would allow him to command any demon within sight- Demogorgon included.
1280* FantasticRacism: Obox-Ob hates tanar'ri demons, considering them lesser than his obyrith kin due to their origin as mortals. If he were to retake his position as prince of demons, tanar'ri would be purged from the Abyss. [[TooDumbToLive Which of course would weaken the Abyss enough to let the devils win the blood war]]. Of course, as a demon, he [[OmnicidalManiac hates everything]], he just hates tanar'ri more.
1281* HowTheMightyHaveFallen: He's still a demon lord, and a powerful one at that, but ruling a small domain, not even an entire layer, in the deepest depths of the Abyss is a far cry from being Prince of all Demons. Obox-Ob used to be '''the''' number one menace in the ''[=D&D=]'' multiverse (and has the potential to be so again), and is directly or indirectly responsible for such calamities as the corruption of Tharizdun and Asmodeus and the creation of the Abyss itself, but nowadays he's the fiendish equivalent of a tin-pot dictator with little real power.
1282* PestController: Obviously, as the lord of vermin he can control all sorts of rats and insects. He can also turn objects into vermin, and his sting turns mortals into [[ForcedTransformation giant scorpions, which only a Wish spell can reverse]].
1283* SmallRoleBigImpact: He's a fairly obscure villain who hasn't had a big role in things for millenia, but keep in mind that without this evil thing existing there would be no Blood War, no Abyss, no Nine Hells, no Tharizdun, no Asmodeus, no Demogorgon...basically, the multiverse would be a ''significantly'' nicer place were it not for Obox-Ob.
1284* WasOnceAMan: Not Obox-Ob, but his primary servant Lascer, was once the first human unlucky enough to stumble into his lair. Obox-Ob turned him into a tanar'ri (the only in his service) assassin and spy.
1285[[/folder]]
1286
1287[[folder:Orcus]]
1288[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/orcus_5e.jpg]]
1289[[caption-width-right:350:5e]]
1290[[caption-width-right:350:[[labelnote:4e]] https://static.tvtropes.org/pmwiki/pub/images/orcus_w&m_4e.jpg [[/labelnote]] ]]
1291[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/orcus_3e.jpg[[/labelnote]] ]]
1292[[caption-width-right:350:[[labelnote:2e (Dead Gods adventure)]] https://static.tvtropes.org/pmwiki/pub/images/1200px_orcus_dead_gods.jpg [[/labelnote]] ]]
1293[[caption-width-right:350:[[labelnote:1e]] https://static.tvtropes.org/pmwiki/pub/images/orcus_1e_4.png[[/labelnote]]]]
1294->'''Challenge Rating:''' 22 (3E), 33 (4E), 26 (5E)
1295
1296->''I will be the last creature when I am done. The cosmos will then be perfect, free of the braying abominations that are all other living things.''
1297
1298The Demon Lord of the Undead, Orcus was once content with his stalemate against his rivals Demogorgon and Grazzt, only to be slain by the drow goddess Kiranslee and his home layer usurped. Yet somehow he returned from the grave, taking the name of Tenebrous and uncovering the Last Word, a power capable of slaying even deities. Though Orcus-as-Tenebrous was ultimately defeated by a band of adventurers, he was fully resurrected by his faithful servants and reclaimed both his name and his icy domain of Thanatos. Orcus is one of the most dangerous beings in the Abyss, and while his rival Demogorgon may claim the title "Prince of Demons," Orcus' cults on the Material Plane place him closer to full godhood.
1299-----
1300* ArtifactOfDoom: The Wand of Orcus, a wand positively brimming with negative energies, forged from the skull and spine of a legendary hero Orcus killed. Its properties have varied with editions, but it is always an ''extremely'' powerful weapon, and usually capable of summoning unending hordes of the undead.
1301* BackFromTheDead: One of the major storylines back in 2nd edition involved a mysterious entity named Tenebrous who was really Orcus in diguise. He died at the end of the storyline, but has since gotten better.
1302* BigBadWannabe: He tries his hardest to be this for the demons, but while he ''is'' a genuine apocalyptic threat in his own right, Demogorgon is still his better and often defeats Orcus when they come into contact.
1303* BigRedDevil: Orcus is consistently depicted as a red-skinned, cloven-hooved, bat-winged demon with a ram's head.
1304* TheBusCameBack: He was PutOnABus for much of 2nd edition, due to the 'Satanic Panic', but he was able to resurrect himself in time for 3e.
1305* TheCorrupter: As part of his plot to recover his wand back in 2nd edition, he killed and impersonated Primus, the embodiment of Law that rules the plane of Mechanus. In the process, he corrupted a Secundus and a horde of modrons to his chaotic evil ways. Even after he left, the corrupted Secundus remained to cause trouble, until it was thrown out by the new Primus.
1306* DamageIncreasingDebuff: In 5th edition, Orcus can create a column of negative energy which makes any creature within its area more vulnerable to necrotic damage.
1307* DangerousForbiddenTechnique: The Last Word, a spell powerful enough to slay gods in a single strike. The dangerous part comes from it being extremely corruptive, consuming Tenebrous from the inside as he used it. After Tenebrous was defeated and returned to being Orcus, the gods put measures in place to prevent it from being used again.
1308* FromNobodyToNightmare: Twofold. First he was a mortal who became a powerful enough necromancer to snuff out all the life on his home world, then he died, became a lowly Abyssal larva, but clawed his way up the demonic ladder until he became a demon prince who wouldn't stay dead.
1309* KillAndReplace: Back in 2e, Orcus killed the ruling Primus and took his place so he could send out the Modrons to search for his wand. He found it eventually and left, but the damage had been done.
1310* KingMook: He resembles a Balor, who are the {{Elite Mook}}s of the Abyss, and it is known that he was once an evil mortal spellcaster who climbed through the ranks of demonkind over the course of centuries after dying and finding himself a lowly demon larvae and did become a Balor at some point. Quite possibly he is ''still'' a Balor and just happens to be a very powerful one with his own layer, powerful magic and legions of undead and demon servants.
1311* LiteralSplitPersonality: While Orcus has given up his guise of Tenebrous, the 3rd Edition ''Tome of Magic'' revealed that enough divinity remains associated with the name for Tenebrous to exist independently of Orcus as a vestige outside the normal conceptions of life or death.
1312* MagicStaff: His weapon of choice is the ''Wand of Orcus'', a skull-headed mace which can be used to brain people or to cast powerful necromancy spells.
1313* MisanthropeSupreme: Orcus wants to rid the multiverse of the pestilence known as "life" and "other people" so that he he and alone will be the only thing existing. It is ambiguous if his undead servants will be spared his final wrath as he has expressed his contempt for undead as well.
1314* MonsterProgenitor: He created the Devourers, and undoubtedly countless other horrors.
1315* MyRulesAreNotYourRules: In 5th edition, ''power word kill'' is a 9th-level spell. Most creatures, player or otherwise, can only cast one 9th-level spell per day. Orcus, between his lair actions and the charges in his ''wand'', can effectively cast it as often as he likes.
1316* {{Necromancer}}: As you might expect from the demon lord of the undead, he knows a great many spells which can slay the living and raise the dead. According to Gary Gygax, as a mortal, Orcus ''created'' the first undead.
1317* OmnicidalManiac: His end goal is to kill every last living thing in the universe so that there will be nothing left but himself and his undead minions.
1318* OneHitKill: He can cast ''power word kill'', both as a lair action and by casting it from his ''wand''.
1319* OrcusOnHisThrone: The trope was named for the habit of early adventuring modules with Orcus as the BigBad to have him remain off in the Abyss for the entire adventure, while the [=PCs=] faced his minions and worshippers. Subverted in second edition, where he died, came back in the guise of Tenebrous, killed some gods, broke Mechanus, and nearly became the God of Undeath, before being killed by adventurers. He got better.
1320** As of 4 and 5e, he's fully statted out for combat if [=GMs=] want to use him in their personal campaigns, though [=TvTropes=] takes no responsibility for any consequences that might result from facing Orcus with anything less than a team of epic-level [=PCs=] kitted out with all the magical goodies they can find.
1321* OxymoronicBeing: Outsiders cannot become undead, but when Orcus rose from the dead as Tenebrous, he was essentially an undead demon.
1322* RaisingTheSteaks: His mere presence can reanimate dead animals as skeletons and zombies.
1323* SkullForAHead: 5th edition updated Orcus's design to give him a fleshless skeletal face, presumably to better fit his role as the demon lord of undeath.
1324* TheUndead: Orcus is the Demon Prince of the Undead, and he's got pretty much every kind listed in his service. In fact, he wants the entire world to ultimately become undead and under his control. Ironically, he is not undead himself, and utterly despises them.
1325[[/folder]]
1326
1327[[folder:Oublivae]]
1328[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/oublivae.png]]
1329 [[caption-width-right:350:3e]]
1330->'''Challenge Rating:''' 23 (3E)
1331
1332The Demon Lord of Ruin and History, Oublivae lives to bring ruin and destruction to all corners of creation and rule over the remains. In the infinite, chaotic layers of the Abyss, it is Oublivae who works to ''keep'' things chaotic. She rules over layer 100 of the Abyss, known as The Barrens, a vast expanse filled with ruins from civilizations past, present, and future.
1333------
1334* BigCreepyCrawlies: Looks like an attractive female humanoid covered in chitinous plates with a long tail ending in a deadly stinger.
1335* TheChessmaster: When her predecessor Ugoreth had her surrounded, she appealed to his vanity by saying she carried a message for his ears only. It worked, and once they were alone she killed him and ate his soul.
1336* EldritchLocation: Even by the standards of the Abyss, the Barrens are weird in that it contains ruins of civilizations that haven't even been formed yet. This could be explained by the belief that the Barrens were once an astral domain that fell to the Abyss.
1337* EvilerThanThou: When the former ruler of the Barrens, Ugoreth, first met her, he had his minions surround her and demanded her service. Oublivae then outsmarted Ugoreth, killed him, ate his soul, and destroyed his empire before taking his position as Demon Lord for herself.
1338* HiddenDepths: Given how she all but embodies destruction, it might come as a surprise that Oublivae holds a knowledge of history rivalled by only the likes of Graz'zt, Vecna, and Iggwilv.
1339* HopeCrusher: She enjoys breaking the spirits of those she hunts by showing glimpses of their future where all they love is gone, right before devouring their soul.
1340* MysteriousPast: Nothing is known about her past, just that one day she crawled out from the dregs of the Barrens, went straight to Ugoreth's castle, and promptly killed him.
1341* OmnicidalManiac: Her ultimate goal is to turn the world into nothing but wasteland for her to rule over.
1342* OverlyLongTongue: She has a long, ghoulish tongue that she uses to lap up the blood of her victims.
1343* RedBaron: She has such [[SarcasmMode lovely titles]] as the Queen of Desolation, the Demon Monarch of the Barrens, and the Angel of the Everlasting Void.
1344* RunningOnAllFours: When provoked, she drops to all fours and fights like a feral beast.
1345* SmarterThanTheyLook: Has a vast knowlege of history and is just as much a scheemer as Graz'zt.
1346* SoulEating: Is explicitly stated to eat the souls of her victims, and even ate the soul of the former ruler of the Barrens, the demon lord Ugoreth.
1347[[/folder]]
1348
1349[[folder:Pale Night]]
1350[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pale_night___e_m_gist.jpg]]
1351[[caption-width-right:350:3E]]
1352->'''Challenge Rating:''' 21 (3E)
1353
1354The enigmatic Pale Night was old even when her fellow obyriths ruled the Abyss. Some sources name her as the mother of the tanar'ri race, others as the progenitor of various monsters like lamias and harpies. Her interactions with interlopers are varied, ranging from sending intruders on their way to "embracing" them with her spectral shroud and adding them to her gallery of victims. She ruled her Bone Palace on layer 600 long before Baphomet converted most of the layer to his Endless Maze, but the demon prince of beasts has kept well away from Pale Night's demense.
1355-----
1356* BrownNote: ''Reality itself'' is horrified by her appearance, and what appears to be a piece of cloth covering her true form is in fact a desparate attempt at keeping the world from literally going mad.
1357* HorrifyingTheHorror: Because her true form is so unfathomably loathsome that reality itself just rejects it, even her fellow demons, ''up to her own children'', are terrified of her.
1358-->'''Disguised Graz'zt''': Do not speak to the White Lady. Not one word.
1359* MadGod: She acts less insane than other demons, but that's just because she's mad in a different way. Anyone who meets her has an equal chance at getting blown to smithereens, going insane or getting a quest and sent on their way.
1360* MonsterProgenitor: She is sometimes said to be the creator of the Tanar'ri, making her this to the entire demon race.
1361* OneHitKill: If someone sees the true form of Pale Night (either by pulling the veil back themselves or by her removing it, which she can do once a day), they must make an ''extremely'' high Will save. On a success, they fail to comprehend what they see. On a failure, they die on the spot. If brought back from the dead, all they remember is an indescribable sense of terror.
1362* SheWhoMustNotBeSeen: Reality itself refuses to reveal her beyond the shapely woman in a white shroud that she's usually described as.
1363* TimeStandsStill: Pale Night can make an "Embrace" attack by wrapping a foe in a part of her shroud. If successful, her victim is rendered an insubstantial, shrouded figure frozen in time as per the ''temporal stasis'' spell. Only powerful magic such as ''wish'' or ''miracle'' can free someone from Pale Night's embrace.
1364* YouCanNotGraspTheTrueForm: He true form is horrifying beyond mortal comprehension; her appearance as a woman in a white robe is a result of reality itself trying to hide her.
1365[[/folder]]
1366
1367[[folder:Pazuzu]]
1368[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pazuzu_3e.png]]
1369[[caption-width-right:350:3E]]
1370->'''Challenge Rating:''' 22 (3E)
1371
1372The Prince of the Lower Aerial Kingdoms was once an independent obyrith lord, but he weathered The Upheaval and has since been accepted by the tanar'ri. This is largely because Pazuzu is disinterested in Abyssal politics, and wishes only to corrupt mortals on the Material Plane. Though officially he rules layer 503, Torremor, he is usually found in the "top" layer of the Abyss, Pazunia, and other demon lords let him pass as he flies through the skies of their own layers.
1373----
1374* TheCorruptor: Pazuzu's main interest is in consuming innocence and purity, hence why he ignores the Abyss in favor of the Material Plane.
1375* DealWithTheDevil: Uniquely among demons, Pazuzu loves to strike bargains with desperate mortals, offering his aid to get them out of a difficult situation. It's a tempting offer, especially as Pazuzu is ''not'' a JackassGenie and his help is completely legitimate, but the catch is that taking his aid will shift your alignment one step closer to Chaotic Evil, and once a mortal is completely corrupted, Pazuzu has no more use for them.
1376* EvilEvolves: Pazuzu can be considered a fiendish "missing link," an ancient obyrith who has developed a less monstrous appearance and several tanar'ri-like qualities after aeons of association with them.
1377* SpeakOfTheDevil: Anyone who says Pazuzu's name three times in quick succession gets his attention, and after using spells like ''detect thoughts'' to scope out the situation, Pazuzu is free to ''plane shift'' directly to the speaker's location.
1378* WingedHumanoid: Sports two pairs of dark-feathered wings, and a beaked face to boot.
1379[[/folder]]
1380
1381[[folder:Sertrous]]
1382The Demon Lord of Heretics and Blasphemers. Long ago, Sertrous was cast out of the Abyss and defeated by the servants of gods. Sertrous, confused, asked the servants why they obeyed the gods, when they could obtain divine power by sheer belief alone, without the need for a god to provide it. Thus, Sertrous brought into the world a secret the gods would rather have kept secret forever, becoming the demon prinece of heresy.
1383
1384See Characters/DungeonsAndDragonsElderEvils.
1385[[/folder]]
1386
1387[[folder:Sess'innek]]
1388The Demon Lord of lizardfolk, who works to steal the race away from Semuanya. He rules over layer 7 of the Abyss, Kearackinin, also known as the Phantom Plane.
1389-----
1390* TheCorrupter: He corrupts lizardfolk eggs, which then hatch into lizard kings (or queens, as the case may be). Lizard kings are stronger, smarter, and more aggressive than normal lizardfolk, and are AlwaysChaoticEvil with a taste for the flesh of sapient races.
1391* EvenEvilHasStandards: Sess'innek grew tired of the Blood War and withdrew from it willingly, and much prefers his self-imposed exile over having to deal with the politics of the Abyss. As such, his layer is sealed off completely, and can only be accessed with his express permission.
1392* MultiArmedAndDangerous: He has six arms, and is a demon lord.
1393* WingsDoNothing: He has vestigial wings.
1394[[/folder]]
1395
1396[[folder:Yeenoghu]]
1397[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/24_yeenoghu.jpg]]
1398[[caption-width-right:350:5e]]
1399[[caption-width-right:350:[[labelnote:4e]] https://static.tvtropes.org/pmwiki/pub/images/719px_yeenoghu_4e_1.png [[/labelnote]] ]]
1400[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/yeenoghu_bovd.jpg[[/labelnote]] ]]
1401[[caption-width-right:350:[[labelnote:1e]] https://static.tvtropes.org/pmwiki/pub/images/yeenoghu_mm_1e.jpg [[/labelnote]] ]]
1402
1403->'''Challenge Rating:''' 20 (3E), 24 (5E)
1404
1405The Demon Lord of Savagery, Yeenoghu is the creator of gnolls. He is a lesser power compared to princes like Orcus and Demogorgon, but was still able to subjugate Doresain, the Demon Prince of Ghouls who was a former vassal of Orcus. He controls the Abyss' 422nd layer, which traditionally, he has simply named "Yeenoghu's Realm" (he isn't very creative. In 5e, it is called Death Dells).
1406----
1407* ArtEvolution: Like the rest of the Demon Lords in ''TabletopGame/OutOfTheAbyss'', he got a substantially more demonic appearance in 5th edition.
1408* BaseOnWheels: His lair is described as a mobile fortress-city atop hundreds of stone wheels and pulled by legions of slaves and demonic creatures. Inside his lair he can summon iron spikes from the ground to impale others and fill gnolls and hyenas with a bloodthirsty rage.
1409* FisherKing: All beings within a certain range of his lair change in accordance to his presence. Within six miles, all predators become wasteful and savage, killing wantonly but leaving the carcasses to rot. Within one mile, iron spike dot the ground, his prey impaled upon them, and all intelligent beings slowly become more deranged and "gnoll-like" in personality. However, should he somehow be defeated, [[NoOntologicalInertia the effects he has on the region would fade within ten days.]]
1410* EpicFlail: His weapon of choice is a three-headed flail, with each head having a different secondary effect. Flinds carry imitations of this flail.
1411* EqualOpportunityEvil: While he certainly favors gnolls, Yeenoghu is noted to accept worshipers from all races.
1412* HatePlague: His mere presence drives predatory beasts into a murderous frenzy, killing far more than they need to survive and leaving the carcasses of their kills to rot. He can also use a lair action to drive any gnolls and hyenas within his lair berserk for one round.
1413* HeinousHyena: He’s a murderous hyena demon who created an entire race of bloodthirsty humanoid hyenas to serve him. He also created other hyena-like beasts such as the shoosuva and the leucrotta, and favors actual hyenas.
1414* HorrorHunger: Yeenoghu is consumed with an insatiable hunger for the flesh of sentient beings. He inflicts this hunger upon any creatures who worship him, driving them to commit acts of cannibalism.
1415* ImpaledWithExtremePrejudice: In 5th edition Yeenoghu can use one of his lair actions to make a giant metal spike erupt from the floor beneath one enemy. If the creature fails its saving throw against this effect, it gets impaled on the spike for tremendous damage and is stuck there until freed.
1416* MonsterProgenitor: The first gnolls were originally hyenas that were drawn to Yeenoghu as he slaughtered his way across the Material Plane. These hyenas were corrupted by his presence and would gorge themselves on the corpses of his victims until they were literally too fat to move, at which point they exploded. The first gnolls rose from the hyenas' remains.
1417* {{Retcon}}: In early editions, Yeenoghu was not the creator of the gnolls -- that was their god, Gorellik, whom Yeenoghu had gradually displaced after corrupting the gnolls into his worship. In modern editions, no mention is made of Gorellik and Yeenoghu was always the gnolls' lord and maker.
1418* SmarterThanTheyLook: Despite being a being of butchery, savagery, and overall destruction, Yeenoghu is fully capable of subtlety and trickery, he just chooses to forgo it most of the time.
1419[[/folder]]
1420
1421[[folder:Zuggtmoy]]
1422[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/23_zuggtmoy1.jpg]]
1423[[caption-width-right:325:5e]]
1424[[caption-width-right:325:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/zuggtmoy_fiendish_codex.jpg [[/labelnote]] ]]
1425[[caption-width-right:325:[[labelnote:1e]] https://static.tvtropes.org/pmwiki/pub/images/zuggtmoy_1e.jpg [[/labelnote]] ]]
1426->'''Challenge Rating:''' 21 (3E), 23 (5E)
1427
1428The Demon Queen of Fungi, Zuggtmoy wants to infect everything with her parasitic spores. If she had her way all living things would become her slaves and seedbeds for her fungal spawn. She contests layer 222, Shedaklah, with her archnemesis Juiblex, and half of her evil plans are devoted to mopping up the Slime Lord once and for all.
1429----
1430* ArtEvolution: Zuggtmoy originally looked like a humanoid lump of fungus. 3e redesigned her in as an UncannyValley humanoid female, which has since stuck.
1431* TheAssimilator: ''Mordenkainen's Tome of Foes'' puts forward the idea that her ultimate goal is to fuse all life into a single fungal organism, which she will then merge with and rule over.
1432* BigBad: She was secretly the big bad of the classic adventure ''TabletopGame/TheTempleOfElementalEvil''. This was considered a bit of a letdown at the time, since Zuggtmoy is hardly all that impressive compared to Tharizdun, who was the most commonly theorized big bad.
1433* BotanicalAbomination: Zuggtmoy, Lady of Rot and Decay, manifests as a gigantic fungal humanoid woman. She also rules over a layer of the Abyss that's overgrown with [[FungusHumongous miles-high fungi]] and tries to spread her corruption to the Material Plane, with AndIMustScream results for anyone who gets interred in her "gardens" or [[TheCorruption infected with her spores]].
1434* MushroomMan: She is an unholy fungal demon which can take the form of a vaguely humanoid woman.
1435* TheVirus: Zuggtmoy's spores take control of the victim's mind, turning them into her slavish thralls. Most of her cultists are controlled this way, and even those who serve her of their own free will shall get infested sooner or later. Worse, the spores gradually destroy the victim's body from within as they germinate into new fungal organisms.
1436* WalkingWasteland: Her presence makes all plant life within several miles become infected with parasitic fungus.

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