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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/huge
- monster/type/fiend/demon
aliases: ["Balor"]
---
# Balor
*Source: SRD / Basic Rules*
```ad-statblock
title: Balor
![](compendium/bestiary/fiend/token/balor.png#token)
*Huge fiend (demon), Chaotic Evil*
- **Armor Class** 19 (natural armor)
- **Hit Points** 262 (`21d12 + 126`)
- **Speed** 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|26 (+8)|15 (+2)|22 (+6)|20 (+5)|16 (+3)|22 (+6)|
- **Proficiency Bonus** +6
- **Saving Throws** Strength +14, Constitution +12, Wisdom +9, Charisma +12
- **Skills** ⏤
- **Senses** truesight 120 ft., passive Perception 13
- **Damage Resistances** cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 19
## Traits
***Death Throes.*** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (`20d6`) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
***Fire Aura.*** At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (`3d6`) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (`3d6`) fire damage.
***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The balor's weapon attacks are magical.
## Actions
***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip.
***Longsword.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (`3d8 + 8`) slashing damage plus 13 (`3d8`) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
***Whip.*** *Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage plus 10 (`3d6`) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/fiend/devil
aliases: ["Barbed Devil"]
---
# Barbed Devil
*Source: SRD / Basic Rules*
```ad-statblock
title: Barbed Devil
![](compendium/bestiary/fiend/token/barbed-devil.png#token)
*Medium fiend (devil), Lawful Evil*
- **Armor Class** 15 (natural armor)
- **Hit Points** 110 (`13d8 + 52`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|16 (+3)|17 (+3)|18 (+4)|12 (+1)|14 (+2)|14 (+2)|
- **Proficiency Bonus** +3
- **Saving Throws** Strength +6, Constitution +7, Wisdom +5, Charisma +5
- **Skills** Deception +5, Insight +5, Perception +8
- **Senses** darkvision 120 ft., passive Perception 18
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 5
## Traits
***Barbed Hide.*** At the start of each of its turns, the barbed devil deals 5 (`1d10`) piercing damage to any creature grappling it.
***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (`1d6 + 3`) piercing damage.
***Tail.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (`2d6 + 3`) piercing damage.
***Hurl Flame.*** *Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (`3d6`) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/fiend/devil
aliases: ["Bearded Devil"]
---
# Bearded Devil
*Source: SRD / Basic Rules*
```ad-statblock
title: Bearded Devil
![](compendium/bestiary/fiend/token/bearded-devil.png#token)
*Medium fiend (devil), Lawful Evil*
- **Armor Class** 13 (natural armor)
- **Hit Points** 52 (`8d8 + 16`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|16 (+3)|15 (+2)|15 (+2)| 9 (-1)|11 (+0)|11 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** Strength +5, Constitution +4, Wisdom +2
- **Skills** ⏤
- **Senses** darkvision 120 ft., passive Perception 10
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 3
## Traits
***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
***Steadfast.*** The devil can't be [frightened](rules/conditions.md#frightened) while it can see an allied creature within 30 feet of it.
## Actions
***Multiattack.*** The devil makes two attacks: one with its beard and one with its glaive.
***Beard.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (`1d8 + 2`) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) for 1 minute. While [poisoned](rules/conditions.md#poisoned) in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Glaive.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (`1d10 + 3`) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (`1d10`) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (`1d10`). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/devil
aliases: ["Bone Devil"]
---
# Bone Devil
*Source: SRD / Basic Rules*
```ad-statblock
title: Bone Devil
![](compendium/bestiary/fiend/token/bone-devil.png#token)
*Large fiend (devil), Lawful Evil*
- **Armor Class** 19 (natural armor)
- **Hit Points** 142 (`15d10 + 60`)
- **Speed** 40 ft., fly 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|16 (+3)|18 (+4)|13 (+1)|14 (+2)|16 (+3)|
- **Proficiency Bonus** +4
- **Saving Throws** Intelligence +5, Wisdom +6, Charisma +7
- **Skills** Deception +7, Insight +6
- **Senses** darkvision 120 ft., passive Perception 12
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 9
## Traits
***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The devil makes three attacks: two with its claws and one with its sting.
***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (`1d8 + 4`) slashing damage.
***Sting.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (`2d8 + 4`) piercing damage plus 17 (`5d6`) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become [poisoned](rules/conditions.md#poisoned) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/fiend/devil
aliases: ["Chain Devil"]
---
# Chain Devil
*Source: SRD / Basic Rules*
```ad-statblock
title: Chain Devil
![](compendium/bestiary/fiend/token/chain-devil.png#token)
*Medium fiend (devil), Lawful Evil*
- **Armor Class** 16 (natural armor)
- **Hit Points** 85 (`10d8 + 40`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|15 (+2)|18 (+4)|11 (+0)|12 (+1)|14 (+2)|
- **Proficiency Bonus** +3
- **Saving Throws** Constitution +7, Wisdom +4, Charisma +5
- **Skills** ⏤
- **Senses** darkvision 120 ft., passive Perception 11
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 8
## Traits
***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The devil makes two attacks with its chains.
***Chain.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (`2d6 + 4`) slashing damage. The target is [grappled](rules/conditions.md#grappled) (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is [restrained](rules/conditions.md#restrained) and takes 7 (`2d6`) piercing damage at the start of each of its turns.
***Animate Chains (Recharges after a Short or Long Rest).*** Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is [incapacitated](rules/conditions.md#incapacitated) or dies.
## Reactions
***Unnerving Mask.*** When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be [frightened](rules/conditions.md#frightened) until the end of its turn.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/small
- monster/type/fiend/demon
aliases: ["Dretch"]
---
# Dretch
*Source: SRD / Basic Rules*
```ad-statblock
title: Dretch
![](compendium/bestiary/fiend/token/dretch.png#token)
*Small fiend (demon), Chaotic Evil*
- **Armor Class** 11 (natural armor)
- **Hit Points** 18 (`4d6 + 4`)
- **Speed** 20 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|11 (+0)|11 (+0)|12 (+1)| 5 (-3)| 8 (-1)| 3 (-4)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 9
- **Damage Resistances** cold, fire, lightning
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
- **Challenge** 1/4
## Actions
***Multiattack.*** The dretch makes two attacks: one with its bite and one with its claws.
***Bite.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (`1d6`) piercing damage.
***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (`2d4`) slashing damage.
***Fetid Cloud (1/Day).*** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) until the start of its next turn. While [poisoned](rules/conditions.md#poisoned) in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/fiend/devil
aliases: ["Erinyes"]
---
# Erinyes
*Source: SRD / Basic Rules*
```ad-statblock
title: Erinyes
![](compendium/bestiary/fiend/token/erinyes.png#token)
*Medium fiend (devil), Lawful Evil*
- **Armor Class** 18 ([plate armor](compendium/items/plate-armor.md))
- **Hit Points** 153 (`18d8 + 72`)
- **Speed** 30 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|16 (+3)|18 (+4)|14 (+2)|14 (+2)|18 (+4)|
- **Proficiency Bonus** +4
- **Saving Throws** Dexterity +7, Constitution +8, Wisdom +6, Charisma +8
- **Skills** ⏤
- **Senses** truesight 120 ft., passive Perception 12
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 12
## Traits
***Hellish Weapons.*** The erinyes's weapon attacks are magical and deal an extra 13 (`3d8`) poison damage on a hit (included in the attacks).
***Magic Resistance.*** The erinyes has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The erinyes makes three attacks.
***Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (`1d8 + 4`) slashing damage, or 9 (`1d10 + 4`) slashing damage if used with two hands, plus 13 (`3d8`) poison damage.
***Longbow.*** *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (`1d8 + 3`) piercing damage plus 13 (`3d8`) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned). The poison lasts until it is removed by the [lesser restoration](compendium/spells/lesser-restoration.md) spell or similar magic.
## Reactions
***Parry.*** The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-note
---
# Index of Fiend
- [Balor](07-Compendium/bestiary/fiend/balor.md)
- [Barbed Devil](07-Compendium/bestiary/fiend/barbed-devil.md)
- [Bearded Devil](07-Compendium/bestiary/fiend/bearded-devil.md)
- [Bone Devil](07-Compendium/bestiary/fiend/bone-devil.md)
- [Chain Devil](07-Compendium/bestiary/fiend/chain-devil.md)
- [Dretch](07-Compendium/bestiary/fiend/dretch.md)
- [Erinyes](07-Compendium/bestiary/fiend/erinyes.md)
- [Glabrezu](07-Compendium/bestiary/fiend/glabrezu.md)
- [Hell Hound](07-Compendium/bestiary/fiend/hell-hound.md)
- [Hezrou](07-Compendium/bestiary/fiend/hezrou.md)
- [Horned Devil](07-Compendium/bestiary/fiend/horned-devil.md)
- [Ice Devil](07-Compendium/bestiary/fiend/ice-devil.md)
- [Imp](07-Compendium/bestiary/fiend/imp.md)
- [Incubus](07-Compendium/bestiary/fiend/incubus.md)
- [Lemure](07-Compendium/bestiary/fiend/lemure.md)
- [Marilith](07-Compendium/bestiary/fiend/marilith.md)
- [Nalfeshnee](07-Compendium/bestiary/fiend/nalfeshnee.md)
- [Night Hag](07-Compendium/bestiary/fiend/night-hag.md)
- [Nightmare](07-Compendium/bestiary/fiend/nightmare.md)
- [Pit Fiend](07-Compendium/bestiary/fiend/pit-fiend.md)
- [Quasit](07-Compendium/bestiary/fiend/quasit.md)
- [Rakshasa](07-Compendium/bestiary/fiend/rakshasa.md)
- [Succubus](07-Compendium/bestiary/fiend/succubus.md)
- [Vrock](07-Compendium/bestiary/fiend/vrock.md)
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/demon
aliases: ["Glabrezu"]
---
# Glabrezu
*Source: SRD / Basic Rules*
```ad-statblock
title: Glabrezu
![](compendium/bestiary/fiend/token/glabrezu.png#token)
*Large fiend (demon), Chaotic Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 157 (`15d10 + 75`)
- **Speed** 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|20 (+5)|15 (+2)|21 (+5)|19 (+4)|17 (+3)|16 (+3)|
- **Proficiency Bonus** +4
- **Saving Throws** Strength +9, Constitution +9, Wisdom +7, Charisma +7
- **Skills** ⏤
- **Senses** truesight 120 ft., passive Perception 13
- **Damage Resistances** cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 9
## Traits
***Magic Resistance.*** The glabrezu has advantage on saving throws against spells and other magical effects.
***Innate Spellcasting.*** The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
**At will**: [darkness](compendium/spells/darkness.md), [detect magic](compendium/spells/detect-magic.md), [dispel magic](compendium/spells/dispel-magic.md)
**1/day each**: [confusion](compendium/spells/confusion.md), [fly](compendium/spells/fly.md), [power word stun](compendium/spells/power-word-stun.md)
## Actions
***Multiattack.*** The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
***Pincer.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (`2d10 + 5`) bludgeoning damage. If the target is a Medium or smaller creature, it is [grappled](rules/conditions.md#grappled) (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
***Fist.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (`2d4 + 2`) bludgeoning damage.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/mountain
- monster/environment/underdark
- monster/size/medium
- monster/type/fiend
aliases: ["Hell Hound"]
---
# Hell Hound
*Source: SRD / Basic Rules*
```ad-statblock
title: Hell Hound
![](compendium/bestiary/fiend/token/hell-hound.png#token)
*Medium fiend, Lawful Evil*
- **Armor Class** 15 (natural armor)
- **Hit Points** 45 (`7d8 + 14`)
- **Speed** 50 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|17 (+3)|12 (+1)|14 (+2)| 6 (-2)|13 (+1)| 6 (-2)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Perception +5
- **Senses** darkvision 60 ft., passive Perception 15
- **Damage Immunities** fire
- **Languages** understands Infernal but can't speak it
- **Challenge** 3
## Traits
***Keen Hearing and Smell.*** The hound has advantage on Wisdom ([Perception](rules/skills.md#Perception)) checks that rely on hearing or smell.
***Pack Tactics.*** The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't [incapacitated](rules/conditions.md#incapacitated).
## Actions
***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (`1d8 + 3`) piercing damage plus 7 (`2d6`) fire damage.
***Fire Breath (Recharge 5-6).*** The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (`6d6`) fire damage on a failed save, or half as much damage on a successful one.
```
^statblock
## Environment
underdark, mountain
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/demon
aliases: ["Hezrou"]
---
# Hezrou
*Source: SRD / Basic Rules*
```ad-statblock
title: Hezrou
![](compendium/bestiary/fiend/token/hezrou.png#token)
*Large fiend (demon), Chaotic Evil*
- **Armor Class** 16 (natural armor)
- **Hit Points** 136 (`13d10 + 65`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|17 (+3)|20 (+5)| 5 (-3)|12 (+1)|13 (+1)|
- **Proficiency Bonus** +3
- **Saving Throws** Strength +7, Constitution +8, Wisdom +4
- **Skills** ⏤
- **Senses** darkvision 120 ft., passive Perception 11
- **Damage Resistances** cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 8
## Traits
***Magic Resistance.*** The hezrou has advantage on saving throws against spells and other magical effects.
***Stench.*** Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
## Actions
***Multiattack.*** The hezrou makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (`2d10 + 4`) piercing damage.
***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (`2d6 + 4`) slashing damage.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/devil
aliases: ["Horned Devil"]
---
# Horned Devil
*Source: SRD / Basic Rules*
```ad-statblock
title: Horned Devil
![](compendium/bestiary/fiend/token/horned-devil.png#token)
*Large fiend (devil), Lawful Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 178 (`17d10 + 85`)
- **Speed** 20 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|22 (+6)|17 (+3)|21 (+5)|12 (+1)|16 (+3)|17 (+3)|
- **Proficiency Bonus** +4
- **Saving Throws** Strength +10, Dexterity +7, Wisdom +7, Charisma +7
- **Skills** ⏤
- **Senses** darkvision 120 ft., passive Perception 13
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 11
## Traits
***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
***Fork.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (`2d8 + 6`) piercing damage.
***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (`1d8 + 6`) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (`3d6`) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (`3d6`). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
***Hurl Flame.*** *Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (`4d6`) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/devil
aliases: ["Ice Devil"]
---
# Ice Devil
*Source: SRD / Basic Rules*
```ad-statblock
title: Ice Devil
![](compendium/bestiary/fiend/token/ice-devil.png#token)
*Large fiend (devil), Lawful Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 180 (`19d10 + 76`)
- **Speed** 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|21 (+5)|14 (+2)|18 (+4)|18 (+4)|15 (+2)|18 (+4)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +7, Constitution +9, Wisdom +7, Charisma +9
- **Skills** ⏤
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12
- **Damage Resistances** bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison, cold
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 14
## Traits
***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (`2d6 + 5`) piercing damage plus 10 (`3d6`) cold damage.
***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (`2d4 + 5`) slashing damage plus 10 (`3d6`) cold damage.
***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (`2d6 + 5`) bludgeoning damage plus 10 (`3d6`) cold damage.
***Wall of Ice (Recharge 6).*** The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is [incapacitated](rules/conditions.md#incapacitated). The creature then makes a DC 17 Dexterity saving throw, taking 35 (`10d6`) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is [incapacitated](rules/conditions.md#incapacitated) or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (`5d6`) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/tiny
- monster/type/fiend/devil
aliases: ["Imp"]
---
# Imp
*Source: SRD / Basic Rules*
```ad-statblock
title: Imp
![](compendium/bestiary/fiend/token/imp.png#token)
*Tiny fiend (devil), Lawful Evil*
- **Armor Class** 13
- **Hit Points** 10 (`3d4 + 3`)
- **Speed** 20 ft., fly 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 6 (-2)|17 (+3)|13 (+1)|11 (+0)|12 (+1)|14 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5
- **Senses** darkvision 120 ft., passive Perception 11
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, Common
- **Challenge** 1
## Traits
***Shapechanger.*** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Devil's Sight.*** Magical darkness doesn't impede the imp's darkvision.
***Magic Resistance.*** The imp has advantage on saving throws against spells and other magical effects.
## Actions
***Sting (Bite in Beast Form).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (`1d4 + 3`) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (`3d6`) poison damage on a failed save, or half as much damage on a successful one.
***Invisibility.*** The imp magically turns [invisible](rules/conditions.md#invisible) until it attacks, or until its [concentration](rules/conditions.md#concentration) ends (as if concentrating on a spell). Any equipment the imp wears or carries is [invisible](rules/conditions.md#invisible) with it.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/urban
- monster/size/medium
- monster/type/fiend/shapechanger
aliases: ["Incubus"]
---
# Incubus
*Source: SRD / Basic Rules*
```ad-statblock
title: Incubus
![](compendium/bestiary/fiend/token/incubus.png#token)
*Medium fiend (shapechanger), Neutral Evil*
- **Armor Class** 15 (natural armor)
- **Hit Points** 66 (`12d8 + 12`)
- **Speed** 30 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 8 (-1)|17 (+3)|13 (+1)|15 (+2)|12 (+1)|20 (+5)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
- **Senses** darkvision 60 ft., passive Perception 15
- **Damage Resistances** cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks
- **Languages** Abyssal, Common, Infernal, telepathy 60 ft.
- **Challenge** 4
## Traits
***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has [charmed](rules/conditions.md#charmed). The two don't even need to be on the same plane of existence.
***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
## Actions
***Claw (Fiend Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (`1d6 + 3`) slashing damage.
***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically [charmed](rules/conditions.md#charmed) for 1 day. The [charmed](rules/conditions.md#charmed) target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target [charmed](rules/conditions.md#charmed) at a time. If it charms another, the effect on the previous target ends.
***Draining Kiss.*** The fiend kisses a creature [charmed](rules/conditions.md#charmed) by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (`5d10 + 5`) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
```
^statblock
## Environment
urban
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/fiend/devil
aliases: ["Lemure"]
---
# Lemure
*Source: SRD / Basic Rules*
```ad-statblock
title: Lemure
![](compendium/bestiary/fiend/token/lemure.png#token)
*Medium fiend (devil), Lawful Evil*
- **Armor Class** 7
- **Hit Points** 13 (`3d8`)
- **Speed** 15 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|10 (+0)| 5 (-3)|11 (+0)| 1 (-5)|11 (+0)| 3 (-4)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 120 ft., passive Perception 10
- **Damage Resistances** cold
- **Damage Immunities** fire, poison
- **Condition Immunities** charmed, frightened, poisoned
- **Languages** understands Infernal but can't speak
- **Challenge** 0
## Traits
***Devil's Sight.*** Magical darkness doesn't impede the lemure's darkvision.
***Hellish Rejuvenation.*** A lemure that dies in the Nine Hells comes back to life with all its hit points in `1d10` days unless it is killed by a good-aligned creature with a [bless](compendium/spells/bless.md) spell cast on that creature or its remains are sprinkled with holy water.
## Actions
***Fist.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (`1d4`) bludgeoning damage
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/demon
aliases: ["Marilith"]
---
# Marilith
*Source: SRD / Basic Rules*
```ad-statblock
title: Marilith
![](compendium/bestiary/fiend/token/marilith.png#token)
*Large fiend (demon), Chaotic Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 189 (`18d10 + 90`)
- **Speed** 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|20 (+5)|20 (+5)|18 (+4)|16 (+3)|20 (+5)|
- **Proficiency Bonus** +5
- **Saving Throws** Strength +9, Constitution +10, Wisdom +8, Charisma +10
- **Skills** ⏤
- **Senses** truesight 120 ft., passive Perception 13
- **Damage Resistances** cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 16
## Traits
***Magic Resistance.*** The marilith has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The marilith's weapon attacks are magical.
***Reactive.*** The marilith can take one reaction on every turn in combat.
## Actions
***Multiattack.*** The marilith can make seven attacks: six with its longswords and one with its tail.
***Longsword.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (`2d8 + 4`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (`2d10 + 4`) bludgeoning damage. If the target is Medium or smaller, it is [grappled](rules/conditions.md#grappled) (escape DC 19). Until this grapple ends, the target is [restrained](rules/conditions.md#restrained), the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
***Teleport.*** The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
## Reactions
***Parry.*** The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/demon
aliases: ["Nalfeshnee"]
---
# Nalfeshnee
*Source: SRD / Basic Rules*
```ad-statblock
title: Nalfeshnee
![](compendium/bestiary/fiend/token/nalfeshnee.png#token)
*Large fiend (demon), Chaotic Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 184 (`16d10 + 96`)
- **Speed** 20 ft., fly 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|21 (+5)|10 (+0)|22 (+6)|19 (+4)|12 (+1)|15 (+2)|
- **Proficiency Bonus** +5
- **Saving Throws** Constitution +11, Intelligence +9, Wisdom +6, Charisma +7
- **Skills** ⏤
- **Senses** truesight 120 ft., passive Perception 11
- **Damage Resistances** cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 13
## Traits
***Magic Resistance.*** The nalfeshnee has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (`5d10 + 5`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (`3d6 + 5`) slashing damage.
***Horror Nimbus (Recharge 5-6).*** The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
***Teleport.*** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/fiend
aliases: ["Night Hag"]
---
# Night Hag
*Source: SRD / Basic Rules*
```ad-statblock
title: Night Hag
![](compendium/bestiary/fiend/token/night-hag.png#token)
*Medium fiend, Neutral Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 112 (`15d8 + 45`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|15 (+2)|16 (+3)|16 (+3)|14 (+2)|16 (+3)|
- **Proficiency Bonus** +3
- **Saving Throws** ⏤
- **Skills** Deception +6, Insight +5, Perception +5, Stealth +5
- **Senses** darkvision 120 ft., passive Perception 16
- **Damage Resistances** cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Condition Immunities** charmed
- **Languages** Abyssal, Common, Infernal, Primordial
- **Challenge** 5
## Traits
***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects.
***Night Hag Items.*** A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
**At will**: [detect magic](compendium/spells/detect-magic.md), [magic missile](compendium/spells/magic-missile.md)
**2/day each**: [plane shift](compendium/spells/plane-shift.md) (self only), [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md), [sleep](compendium/spells/sleep.md)
## Actions
***Claws (Hag Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (`2d8 + 4`) slashing damage.
***Change Shape.*** The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
***Etherealness.*** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
***Nightmare Haunting (1/Day).*** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A [protection from evil and good](compendium/spells/protection-from-evil-and-good.md) spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (`1d10`). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the [greater restoration](compendium/spells/greater-restoration.md) spell or similar magic.
## Lair actions
The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.
On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
- Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.
- The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
A powerful night hag might have the following additional lair actions:
- One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
- The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes `1d6` bludgeoning damage for every 10 feet moved or fallen.
## Regional effects
Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to `2d10` days to fade away.
The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:
- Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
- Beasts that have an Intelligence score of 2 or lower are [charmed](rules/conditions.md#charmed) by the hag and directed to be aggressive toward intruders in the area.
- Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.
A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:
- Shadows seem abnormally gaunt and sometimes move on their own as though alive.
- Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.
- Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear.
## Is copy
true
## _copied from
Hag (VGM)
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend
aliases: ["Nightmare"]
---
# Nightmare
*Source: SRD / Basic Rules*
```ad-statblock
title: Nightmare
![](compendium/bestiary/fiend/token/nightmare.png#token)
*Large fiend, Neutral Evil*
- **Armor Class** 13 (natural armor)
- **Hit Points** 68 (`8d10 + 24`)
- **Speed** 60 ft., fly 90 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|15 (+2)|16 (+3)|10 (+0)|13 (+1)|15 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** passive Perception 11
- **Damage Immunities** fire
- **Languages** understands Abyssal, Common, and Infernal but can't speak
- **Challenge** 3
## Traits
***Confer Fire Resistance.*** The nightmare can grant resistance to fire damage to anyone riding it.
***Illumination.*** The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
## Actions
***Hooves.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (`2d8 + 4`) bludgeoning damage plus 7 (`2d6`) fire damage.
***Ethereal Stride.*** The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/devil
aliases: ["Pit Fiend"]
---
# Pit Fiend
*Source: SRD / Basic Rules*
```ad-statblock
title: Pit Fiend
![](compendium/bestiary/fiend/token/pit-fiend.png#token)
*Large fiend (devil), Lawful Evil*
- **Armor Class** 19 (natural armor)
- **Hit Points** 300 (`24d10 + 168`)
- **Speed** 30 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|26 (+8)|14 (+2)|24 (+7)|22 (+6)|18 (+4)|24 (+7)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +8, Constitution +13, Wisdom +10
- **Skills** ⏤
- **Senses** truesight 120 ft., passive Perception 14
- **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- **Damage Immunities** fire, poison
- **Condition Immunities** poisoned
- **Languages** Infernal, telepathy 120 ft.
- **Challenge** 20
## Traits
***Fear Aura.*** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is [incapacitated](rules/conditions.md#incapacitated). On a failed save, the creature is [frightened](rules/conditions.md#frightened) until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
***Magic Resistance.*** The pit fiend has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The pit fiend's weapon attacks are magical.
***Innate Spellcasting.*** The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
**At will**: [detect magic](compendium/spells/detect-magic.md), [fireball](compendium/spells/fireball.md)
**3/day each**: [hold monster](compendium/spells/hold-monster.md), [wall of fire](compendium/spells/wall-of-fire.md)
## Actions
***Multiattack.*** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (`4d6 + 8`) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become [poisoned](rules/conditions.md#poisoned). While [poisoned](rules/conditions.md#poisoned) in this way, the target can't regain hit points, and it takes 21 (`6d6`) poison damage at the start of each of its turns. The [poisoned](rules/conditions.md#poisoned) target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (`2d8 + 8`) slashing damage.
***Mace.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (`2d6 + 8`) bludgeoning damage plus 21 (`6d6`) fire damage.
***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (`3d10 + 8`) bludgeoning damage.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/tiny
- monster/type/fiend/demon
aliases: ["Quasit"]
---
# Quasit
*Source: SRD / Basic Rules*
```ad-statblock
title: Quasit
![](compendium/bestiary/fiend/token/quasit.png#token)
*Tiny fiend (demon), Chaotic Evil*
- **Armor Class** 13
- **Hit Points** 7 (`3d4`)
- **Speed** 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 5 (-3)|17 (+3)|10 (+0)| 7 (-2)|10 (+0)|10 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Stealth +5
- **Senses** darkvision 120 ft., passive Perception 10
- **Damage Resistances** cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, Common
- **Challenge** 1
## Traits
***Shapechanger.*** The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Magic Resistance.*** The quasit has advantage on saving throws against spells and other magical effects.
## Actions
***Claw (Bite in Beast Form).*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (`1d4 + 3`) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (`2d4`) poison damage and become [poisoned](rules/conditions.md#poisoned) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Scare (1/Day).*** One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be [frightened](rules/conditions.md#frightened) for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
***Invisibility.*** The quasit magically turns [invisible](rules/conditions.md#invisible) until it attacks or uses Scare, or until its [concentration](rules/conditions.md#concentration) ends (as if concentrating on a spell). Any equipment the quasit wears or carries is [invisible](rules/conditions.md#invisible) with it.
```
^statblock
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/urban
- monster/size/medium
- monster/type/fiend
aliases: ["Rakshasa"]
---
# Rakshasa
*Source: SRD / Basic Rules*
```ad-statblock
title: Rakshasa
![](compendium/bestiary/fiend/token/rakshasa.png#token)
*Medium fiend, Lawful Evil*
- **Armor Class** 16 (natural armor)
- **Hit Points** 110 (`13d8 + 52`)
- **Speed** 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|14 (+2)|17 (+3)|18 (+4)|13 (+1)|16 (+3)|20 (+5)|
- **Proficiency Bonus** +5
- **Saving Throws** ⏤
- **Skills** Deception +10, Insight +8
- **Senses** darkvision 60 ft., passive Perception 13
- **Damage Vulnerabilities** piercing from magic weapons wielded by good creatures
- **Damage Immunities** bludgeoning, piercing, slashing from nonmagical attacks
- **Languages** Common, Infernal
- **Challenge** 13
## Traits
***Limited Magic Immunity.*** The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
***Innate Spellcasting.*** The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
**At will**: [detect thoughts](compendium/spells/detect-thoughts.md), [disguise self](compendium/spells/disguise-self.md), [mage hand](compendium/spells/mage-hand.md), [minor illusion](compendium/spells/minor-illusion.md)
**1/day each**: [dominate person](compendium/spells/dominate-person.md), [fly](compendium/spells/fly.md), [plane shift](compendium/spells/plane-shift.md), [true seeing](compendium/spells/true-seeing.md)
**3/day each**: [charm person](compendium/spells/charm-person.md), [detect magic](compendium/spells/detect-magic.md), [invisibility](compendium/spells/invisibility.md), [major image](compendium/spells/major-image.md), [suggestion](compendium/spells/suggestion.md)
## Actions
***Multiattack.*** The rakshasa makes two claw attacks.
***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (`2d6 + 2`) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a [remove curse](compendium/spells/remove-curse.md) spell or similar magic.
```
^statblock
## Environment
urban
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/urban
- monster/size/medium
- monster/type/fiend/shapechanger
aliases: ["Succubus"]
---
# Succubus
*Source: SRD / Basic Rules*
```ad-statblock
title: Succubus
![](compendium/bestiary/fiend/token/succubus.png#token)
*Medium fiend (shapechanger), Neutral Evil*
- **Armor Class** 15 (natural armor)
- **Hit Points** 66 (`12d8 + 12`)
- **Speed** 30 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 8 (-1)|17 (+3)|13 (+1)|15 (+2)|12 (+1)|20 (+5)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
- **Senses** darkvision 60 ft., passive Perception 15
- **Damage Resistances** cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks
- **Languages** Abyssal, Common, Infernal, telepathy 60 ft.
- **Challenge** 4
## Traits
***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has [charmed](rules/conditions.md#charmed). The two don't even need to be on the same plane of existence.
***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
## Actions
***Claw (Fiend Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (`1d6 + 3`) slashing damage.
***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically [charmed](rules/conditions.md#charmed) for 1 day. The [charmed](rules/conditions.md#charmed) target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target [charmed](rules/conditions.md#charmed) at a time. If it charms another, the effect on the previous target ends.
***Draining Kiss.*** The fiend kisses a creature [charmed](rules/conditions.md#charmed) by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (`5d10 + 5`) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
```
^statblock
## Environment
urban
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---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/large
- monster/type/fiend/demon
aliases: ["Vrock"]
---
# Vrock
*Source: SRD / Basic Rules*
```ad-statblock
title: Vrock
![](compendium/bestiary/fiend/token/vrock.png#token)
*Large fiend (demon), Chaotic Evil*
- **Armor Class** 15 (natural armor)
- **Hit Points** 104 (`11d10 + 44`)
- **Speed** 40 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|17 (+3)|15 (+2)|18 (+4)| 8 (-1)|13 (+1)| 8 (-1)|
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +5, Wisdom +4, Charisma +2
- **Skills** ⏤
- **Senses** darkvision 120 ft., passive Perception 11
- **Damage Resistances** cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 6
## Traits
***Magic Resistance.*** The vrock has advantage on saving throws against spells and other magical effects.
## Actions
***Multiattack.*** The vrock makes two attacks: one with its beak and one with its talons.
***Beak.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (`2d6 + 3`) piercing damage.
***Talons.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (`2d10 + 3`) slashing damage.
***Spores (Recharge 6).*** A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become [poisoned](rules/conditions.md#poisoned). While [poisoned](rules/conditions.md#poisoned) in this way, a target takes 5 (`1d10`) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be [stunned](rules/conditions.md#stunned) until the end of the vrock's next turn.
```
^statblock