Вы находитесь на странице: 1из 19

VILLAINS OF HORROR

Unleash horrific scoundrels on your players in this


supplement for the world's greatest role-playing game
C on t e n t s C r e di t s
DESIGNER
ALIEN������������������������������������������������������������������������2 BenDjinn
Xenomorph - (class a)����������������������������������������������3 ARTWORK
Warforged - Synthetic����������������������������������������������5 Cover art by Raenyras
HELLBOY������������������������������������������������������������������6 Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten
Grigori Rasputin ������������������������������������������������������7 Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their
Gauntlet of the Ogdru Jahad ����������������������������������7 respective logos are trademarks of Wizards of the Coast in the
Spell: Summon Aberration ������������������������������������8 USA and other countries. This work contains material that
is copyright Wizards of the Coast and/or other authors. Such
Outer Entity Boons��������������������������������������������������9 material is used with permission under the Community Content
Cult of Ogdru Jahad��������������������������������������������������9 Agreement for Dungeon Masters Guild.
Ogdru Jahad Boons����������������������������������������������� 10
Spawn of Ogdru Jahad����������������������������������������� 10
MANDY������������������������������������������������������������������� 12
Black Skull������������������������������������������������������������� 13
I n t roduc t ion
Abraxas������������������������������������������������������������������� 14 Your God chooses to remain silent.
Mine lives within me.
Abraxas’ Lair ��������������������������������������������������������� 14
Madness of Abraxas ��������������������������������������������� 15 Evil is everywhere.
In the worlds of Dungeons and Dragons, villains come in
Demonic Boons����������������������������������������������������� 16 all shapes and sizes from the mundane to the magical. Their
Abraxas������������������������������������������������������������������� 16 reasons and rationale for bringing terror and pain to the world
are as varied as their manifestations. While monsters may be
Abraxas Boons������������������������������������������������������� 16 defeated in a quick (or not so quick) encounter, villains return
again and again to plague a party, presenting a campgin long
affair that can be confounding and rewarding.
This compendium to the world's 'greatest' role-playing game
presents more monster and monster options to throw against
your players. These aren't just monsters that are meant to
be defeated in some random encounter - these are nefarious
opponents that offer continual danger to your players. They are
truly - Villains.

Villains of Horror 1
ALIEN

ALIEN
X e n o m o r p h - ( cla s s a )
Xenomorph (crawler)
Tiny aberration, unaligned
Products of an unknown orign somewhere in the
Armor Class 14 (natural armor) Far Realms, the xenomorphs are a race of terrifying
Hit Points 5 (2d4) creatures. Unlike other invaders that may seek
Speed 30 ft., climb 30 ft. conquest or subjugation, xenomorphs have very
simple goals - hunt, kill, and breed.
STR DEX CON INT WIS CHA Parasitic Life Cycle. The lowest form of
7 (-2) 16 (+3) 11 (+0) 3 (-4) 5 (-3) 3 (-4) xenomorphs, the crawlers, begin life inside a leathery
egg sack, roughly 3 feet in diameter. When a creature
Skills Stealth +5 comes within close proximity to the egg, the top of
Damage Resistances acid, cold, fire, lightning, thunder the egg opens similar to a flower and the crawler
Senses blindsight 60 ft. passive perception 12 inside emerges. It immediately seeks to attach itself
Languages — to a creature's breathing orifices. Once attached, the
Challenge 1/8 (25 XP) crawler immobilizes the target, implants a xenomorph
egg and takes over its biological needs for air and
Acid Blood. Anytime the crawler takes piercing or slashing nutrients while the egg grows to maturity.
damage, each creature within 5 ft. must make a DC 16 When the egg is close to birthing, the crawler falls of
Dexterity saving throw, taking 2 (1d4) acid damage on a failed from its host and dies. Within the next few hours, the
saving throw, or half as much damage on a successful one. A host grows sick as the xenomorph inside them gets
creature grappled by the crawler automatically fails this saving
ready to be birthed. When the birth finally happens,
throw.
the xenomorph bursts out of the hosts chest, killing
Bioflauge. The crawler has advantage on Dexterity (Stealth) it. The emergent xenomorph grows to its large size
checks made to hide in terrain that resembles organic over the next few hours at which point it spends the
material. rest of its life hunting other creatures and, if it is part
of a hive, bringing humanoids to its colony to allow
ACTIONS other crawlers to spawn new xenomorphs. Adult
Tail. Melee Weapon Attack +5 to hit, reach 5 ft., one target. xenomorphs are cunning creatures that resemble
Hit: 1 bludgeoning damage. If the target is humanoid, jet-black humanoids with oblong, eyeless heads,
it must succeed on a DC 13 Strength saving throw or be razor claws, spiked tails and are encased in a hard
grappled by the crawler (escape DC 13). The crawler wraps exoskeleton. Coursing through their veins is toxic,
its tail around the target and the target is incapacitated and acidic blood, which makes them difficult to kill.
infected with a disease - a miniscule xenomorph egg. Hideous Matriarchy. Xenomorph egg cases
A humanoid host can carry only one xenomorph egg to come from queens, massive horrors whose entire
term at a time. Over 24 hours, the egg moves to the chest existences consists of ovulating and birthing new
cavity, gestates, and forms a tiny xenomorph. At the end of eggs. All xenomorphs birthed to a queen become part
that 24-hour period, the crawler detaches from the target
and dies. Over the next 4 hours following this detachment,
of her colony and will do anything to protect her or the
the host starts to feel unwell and in the final 10 minutes, colony eggs. Xenomorph colonies lair in homes caked
its speed is halved, and it has disadvantage on attack rolls, in organic bile the creatures regurgitate, resulting in
ability checks, and saving throws. At birth, the xenomorph humid, dark chambers of horror. Like their queen,
bursts its way through vital organs and out of the host’s xenomorph's are highly adaptable any xenomorph or
chest in 1 round, killing the host in the process. queen birthed inside a host takes many of the traits of
If the disease is cured before the crawler’s emergence, its host when it is born.
the unborn xenomorph is disintegrated. Aberrant Nature. A xenomorph can survive for up to
1 hour without air.
Xenomorph Egg
Case

Crawler
Xenomorph

3
Xenomorph (humanoid) - class a Bioflauge. The xenomorph has advantage on Dexterity
Large aberration, neutral evil (Stealth) checks made to hide in terrain that resembles
organic material.
Armor Class 16 (natural armor)
Hit Points 123 (13d10 + 52) Tongue Bite. As a bonus action, the xenomorph can make a
Speed 40 ft., climb 30 ft. bite attack against a creature it is grappling.
STR DEX CON INT WIS CHA ACTIONS
17 (+3) 18 (+4) 18 (+4) 13 (+1) 9 (-1) 9 (-1)
Multiattack. The xenomorph makes two claw attacks. If
both attacks hit a Medium or smaller creature, the target is
Skills Perception +2, Stealth +10 grappled (escape DC 14),
Damage Resistances, acid, cold, fire, lightning, thunder;
bludgeoning damage from non-magical weapons Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target.
Senses blindsight 60 ft. passive perception 12 Hit: 5 (1d4 + 3) piercing.
Languages —
Challenge 8 (3,900 XP) Claws. Melee Weapon Attack +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Acid Blood. Anytime the xenomorph takes piercing or slashing
damage, each creature within 5 ft. must make a DC 16 Tail. Melee Weapon Attack +7 to hit, reach 10 ft., one target.
Dexterity saving throw, taking 6 (2d6) acid damage on a failed Hit: 9 (1d10 + 4) piercing damage..
saving throw, or half as much damage on a successful one.

Humanoid Xenomorph
(class a)

Villains of Horror
4
Warforged (synthetic)
Medium construct, neutral evil

Armor Class 14 (natural armor)


Hit Points 5 (2d4)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 13 (+1) 16 (+2) 14 (+2) 16 (+3)

Saving Throws Str, Con, Int,


Skills Acrobatics, Athletics, Sleight of Hand, Stealth, History,
Investigation, Insight, Medicine, Perception, Deception,
Persuasion
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses darkvision 60 ft. passive perception 12
Languages Common
Challenge 1/2 (100 XP)

Magic Resistance. The synthetic has advantage on saving


throws against spells and other magical effects.

Synthetic Mind. The synthetic has advantage on Intelligence


ability checks made to detect Illusions and Wisdom
(Perception) checks made to spot traps.

ACTIONS
Warforged
Fist. Melee Weapon Attack +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Synthetic
creature, it must succeed on a DC 11 Strength saving throw
or be grappled by the synthetic (escape DC 11).

Self-Repair (Recharge 6). The synthetic gains 2 (1d4)


temporary hit points. creations were produced before the Last War ended.
Unlike other warforged, synthetics weren't built to be
on the front lines of a battle. Instead they were meant
Warforged - Sy nthetic to be infiltrator units, capable of gaining entry to
opposing strongholds to gather information and take
out specific targets. The lightness of the mithral used
As the final days of the Last War drew to a close and in a synthetics construction allowed for a much more
the Treaty of Thronehold loomed large in the hallways robust skillset to be implanted as soon as they were
of House Cannith, a secret cabal of wizards and forged. As such, synthetics are all highly intelligent
artificers sought to create a radically different type of creations, possessing a good deal of knowledge of
warforged. Crafted not of wood, stone or simple metal, various subjects that allow them to masquerade as
synthetic warforged are built to resemble humans in human, but also possess an internal disposition toward
nearly every way. causing chaos and destruction, useful tools they use to
Specially treated mithral form a skeletal chasis for carry out their directives. Without a direct master, a
these warforged. This structure is then encased in synthetic left to its own devices will invariably find a
living tissue grown in special alchemical vats. Through new set of threats to expunge, whether or not their
a blend of necromancy and transmutation, the flesh targets are deserving of such a fate.
fuses to the metal frame, producing an incredibly Constructed Nature. A synthetic doesn't require air,
durable musculature. Once fused, the outward-facing food, drink, or sleep. They can consume a miniscule
tissue grows like ordinary flesh, powered by an internal amount of food and beverages to appear living, but
furnace deep in the chest cavity of the construct. Hair, they derive no sustenance from such consumption.
teeth, sweat and a milky white blood are all produced Additionally, the internal furnace of a synthetic needs
from this synthetic tissue membrane, making these to be charged within the fires of a creation forge every
warforged appear human in almost every way. 400 days or it burns out, completely incapacitating a
Spies and Assassins. Only a handful of these special synthetic as it does.

5
HELLBOY
Grigori Rasputin

Believe me, I lived long enough to know... not a tear


will be shed for this world!

The madness of the Far Realms can be found in the


cracks of the world, seeping into minds pernicious
and sinister. A troubled son of simple peasants,
Rasputin was one such mortal whose sheer ambition
was a beacon to alien minds in search of doorways
to the material world. In his teens he encountered a
powerful hag who saw the insatiable ambition that
lurked behind the boys' baleful eyes. She introduced
him to the being that would dominate the warlock's
life thereafter.
Rasputin is a man driven by this singular purpose
- to unleash his dread master upon the world. The
Ogdru Jahad - a terrifying entity imprisoned in the Far
Realms. Through a tendrilous psychic connection,
Rasputin can draw power from this sleeping immortal
and in the process, become its terrible agent.
As the being’s sinister benefactor, Rasputin seeks
means to open a portal to his distant master. This is
no easy feat, as the Ogdru Jahad was bound eons ago
by the gods, meaning even the most powerful magics
prevent its emergence. Like the other elder beings who
existed at the dawn of time, the Ogdru Jahad wishes
for nothing more than to consume all life presided
over by its usurpers, the divine hierarchy. Rasputin
believes it is his duty to usher in this end of divine rule,
seeing elder beings as true heirs of existence.
Despite a seemingly suicidal mission, Rasputin is a
charismatic individual who keeps his true intentions
mysterious to all but his closest allies. Those in his
confidence are aware of his Pact with the Ogdru
Jahad and share his murderous desires. Outside of
this small circle however, Rasputin has achieved a
reputation as a powerful arcanist. He travels the world
as a mercenary, offering magical aid to armies in need
of assistance. Unbeknownst to his clients, Rasputin
uses these postings to further his own plans, seeking
supernatural means to uncage his dreaming lord.
Nigh Immortal. Because of the Pact he has forged
with the Ogdru Jahad, when Rasputin dies, it is likely
he will be resurrected in some way, either physically
or in a spectral body, continuing with his hideous goal
from beyond the grave.

G au n t l e t of the O g d ru J a h a d
Wondrous item, very rare (requires attunement by a
warlock, sorcerer or wizard)

This oversized steam-powered heavy leather gauntlet


is crafted of multiple energy cells and while wearing it,
you have resistance to lightning damage. The gauntlet
has 3 charges. You can use an action to make a ranged
Grigori Rasputin 1st-5th level (3 5th-level slots): charm person, banishment,
Medium humanoid, chaotic evil darkness, far step, hex, hold monster, hunger of hadar,
misty step, ray of enfeeblement, scrying, summon
Armor Class 12 (16 with mage armor) aberration*, synaptic static, thunder step
Hit Points 136 (21d8 + 42)
Speed 30 ft Eldritch Sight. Rasputin can see in magical darkness.

Image Credit: Eric Belisle


STR DEX CON INT WIS CHA Maddening Hex. As a bonus action, Rasputin can cause
a psychic disturbance around a target cursed by his hex
10 (+0) 16 (+3) 14 (+2) 14 (+2) 13 (+1) 20 (+5) spell. Rasputin deals 5 psychic damage to the cursed
target and each creature of his choice within 5 feet of
Saving Throws Wis +5, Cha +9 it. To use this action, he must be able to see the cursed
Skills Arcana +6, History +6 target and it must be within 30 feet.
Damage Resistances lightning, psychic
Senses darkvision 120 ft., passive Perception 11 Relentless Hex As a bonus action, Rasputin can magically
Languages Common, Deep Speech, telepathy 30 ft. teleport up to 30 feet to an unoccupied space he can see
Challenge 10 (5,900 XP) within 5 feet of a target cursed by his hex spell.
Innate Spellcasting. Rasputin’s innate spellcasting ability is ACTIONS
Charisma. He can innately cast the following spells (spell save
DC 17), requiring no material components: Gauntlet of the Ogdru Jahad. Ranged Weapon Attack:
+7 to hit, range 20 ft., one target. Hit: 13 (3d8) lightning
At will: arcane eye, disguise self, invisibility, shocking grasp, damage. Rasputin has advantage on the attack roll if the
mage armor (self only), produce flame, toll the dead target is wearing armor made of metal.
1/day each: arcane gate, globe of invulnerability, freedom of
movement (self only), maddening darkness, teleport Eldritch Gaze (1/day). For the next minute, Rasputin can
see through solid objects to a range of 30 feet.
Spellcasting. Rasputin is a 15th-level spellcaster. His
spellcasting ability is Charisma (spell DC 17, +9 to hit with REACTIONS
spell attacks). He regains his expended spell slots when he Psychic Rebuke. In response to another creature dealing
finishes a short or long rest. He knows the following warlock psychic damage to him, Rasputin deals 6 psychic
spells: damage to the attacker.

Cantrips (at will): control flames, mage hand, minor illusion,


prestidigitation

attack against a creature you can see within 20 feet.


On a hit, the target takes 13 (3d8) lightning damage.
You have advantage on this attack roll if the target
is wearing armor made of metal. This effect is not
magical.
As an action, you can make the gauntlet crumble
while wearing it, causing 21 (6d6) bludgeoning
damage to yourself that ignores resistance and
Image Credit: Eric Belisle

immunities. If you destroy the gauntlet in this way,


you can cast the gate spell as part of that action. If the
glove is destroyed in this way, it loses its magic and
you lose the use of your hand for 24-hours.

S p e ll : S u m m o n A b e r r a t i o n
4th-level Conjuration

Casting Time: 1 Action


Range: 60 feet
Components: V, S, M (a vial of sweat from a humanoid Gauntlet of Ogdru Jahad
gripped with madness within the past 24 hours)
Duration: Concentration, up to 1 hour You utter indecipherable words, summoning one
aberration from a distant plane. You choose the

Villains of Horror
8
aberration, which must be one of challenge rating Cultists of the Ogdru Jahad are typically mad long
5 or lower, such as a red slaadi or a spectator. The before they learn of these alien beings. Knowledge
aberration appears in an unoccupied space you can of the Ogdru Jahad has largely been erased, and so
see within range, and the aberration disappears when only the most obscure and hidden of scriptures and
it drops to 0 hit points or when the spell ends. tomes even mentions their existence. Therefore, most
Roll initiative for the aberration, which has its cultists come from the ranks of arcane practitioners
own turns. When you summon it and on each of your with access to forgotten lore or divine seneschals who
turns thereafter, you can issue a verbal command to have been corrupted by their hideous revelation.
it (requiring no action on your part), telling it what it No sane mortal actively worships the Ogdru Jahad,
must do on its next turn. If you issue no command, and only those who truly believe the destruction of the
it spends its turn attacking any creature within reach world and time itself believe in the supremacy of these
that has attacked it. terrifying entities. Most are cunning and manipulative,
At the end of each of the aberration’s turns, it using whatever means necessary to seek a return of
makes a Charisma saving throw. The aberration has their hideous masters. They have typically long ago
disadvantage on this saving throw if you are a warlock abandoned any hope for civilization or hope itself,
of a Great Old One. On a failed save, the aberration choosing to see everything burn in the fires of the void.
continues to obey you. On a successful save, your In their obsession, they are relentless, casting aside
control of the aberration ends for the rest of the wealth and power to bring down this world and offer it
duration, and the aberration spends its turns pursuing up in sacrifice to their alien lords.
and attacking the nearest creature to the best of its
ability. If you stop concentrating on the spell before it
reaches its full duration, an uncontrolled aberration
doesn’t disappear for 1d6 rounds if it still has hit
points.
Ogdru Jahad

Outer Entity Boons


The following boons are for wicked folk who have
pledged their service to an outer entity master. DMs
can grant them to monsters and NPCs dedicated to
the entities mentioned in their entries. Each entry also
lists signature spells associated with a outer lord. If
the monster or NPC can cast spells, you can replace
any of those spells with spells from that list, as long
as the new spell is of the same level as the spell it
replaces. These boons follow mechanics as presented
on page 30 of Mordenkainen's Tome of Foes.

C u lt of O g d ru J a h a d
Immortal, vastly powerful and indecipherable beyond
comprehension, the Ogdru Jahad are ancient colossus-
sized entities imprisoned by the gods at the dawn of
time. Trapped deep within the infinite layers of the
Far Realms and encased in divinely crafted crystal
shells, the Ogdru Jahad dream of freedom. What these
horrific beings will do once freed is seek vengeance
upon the gods and usher in a new age. At least, that
is what followers of these alien entities believe. What
scholars and the gods know is that the Ogdru Jahad
will indeed begin existence anew - but only after
destroying everything and everyone that exists now; in
the black fires of the deep void.
Cultists. The Ogdru Jahad are said to be Seven in
number. Though separate, they are believed to be
connected through some form of highly advanced
telepathy, with each member knowing the others
thoughts and experiences almost instantaneously.

Villains of Horror 9
O g d ru J a h a d B o o n s Sammael the Desolate One
Ability Score Adjustment: Up to a +4 bonus to Large monstrosity, chaotic evil
Charisma
Armor Class 18 (natural armor)
Skill Expertise: Add double proficiency bonus to Hit Points 114 (12d10 + 48)
Arcana and/or Deception. Speed 40 ft., climb 40 ft., swim 40 ft.
Signature Spells: Dissonant Whispers (1st level),
Darkness (2nd level), Hunger of Hadar (3rd level)
STR DEX CON INT WIS CHA
The Ogdru Jahad whisper terrifying promises in the 21 (+5) 16 (+3) 19 (+4) 8 (-1) 12 (+1) 13 (+1)
minds of their followers, granting them access to
powerful abilities. These powers gift them the means Saving Throws Str +9, Con +8, Wis +5
to escape from even death to ensure the eventual Skills Perception +9, Stealth +7
Damage Resistances cold, fire; bludgeoning,
release of their dread masters.
piercing, and slashing from nonmagical attacks
Damage Immunties poison
Relentless Madness. Whenever this creature is reduced 0
Condition Immunities charmed, frightened, poisoned
hit points but not killed outright, it can drop to 1 hit point
Senses darkvision 120 ft., passive Perception 15
instead. Each time the creature uses this feature, it must roll
Languages -
once on the Long-Term Madness table on page 260 of the
Challenge 11 (7,200 XP)
Dungeon Masters Guide and acquire the madness rolled.

The madness effect is permanent.
Legendary Resistance (3/day). If Sammael fails a saving throw,
he can choose to succeed instead.
Void Step. Whenever this creature is in darkness, as a bonus
action it can teleport up to 60 feet to an unoccupied space
Spider Climb. Sammael can climb difficult surfaces, including
it can see that is in dim light or darkness. The creature can’t
upside down on ceilings, without needing to make an ability
use this feature again until it finishes a Long Rest.
check.

Regeneration. Sammael regains 15 hit points at the start of


his turn. If Sammael takes radiant damage, this trait doesn't
function at the start of Sammael's next turn. Sammael
dies only if he starts his turn with 0 hit points and doesn't
Regenerate.

Rejuvenation. If Sammael is reduced to 0 hit points and there


is another copy of himself, or any of his eggs exist, Sammael
gains two new bodys in 1d10 hours, with each regaining all his
hit points and becoming active again. The new bodys appear
within 5 feet of any of his eggs or his other copys.

ACTIONS
Multiattack. Sammael makes four attacks with his claws and
makes one attack with either his bite or tongue.

Bite. Melee Weapon Attack +9 to hit, reach 5 ft., one target.


Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack +9 to hit, reach 10 ft., one target.


Hit: 14 (2d8 + 5) piercing damage.

Tongue. Melee Weapon Attack +7 to hit, reach 20 ft., one


target. Hit: 6 (1d6 + 3) piercing damage and the target is
grappled (escape DC 17) and Sammael deposits 2 (1d4)
eggs on the target's flesh. Each egg is a Tiny monstrosity
with AC 6, 1 hit point, a 2 (-4) in every ability score. While on
the target's skin, the egg can be killed by normal means or
scraped off using an action. Otherwise, the eggs seep under
the target's skin at the end of the target's next turn, dealing
l piercing damage to it. At the end of each of its turns
thereafter, the target takes 7 (2d6) necrotic damage per egg
Sammael infesting it (maximum of 10d6). An egg-infested target dies
if it drops to 0 hit points, then a Sammael is birthed from
its corpse 10 minutes later. If an egg-infested creature is
targeted by an effect that cures disease or removes a curse,
all the eggs infesting it wither away.
Villains of Horror
10
Sammael the D e s o la t e O n e S p aw n of O g d ru J a h a d
Also known as the Lord of the Shadows, the Harbinger The spawn of the Ogdru Jahad are creatures of
of Pestilence, the Seed of Destruction and the Hound immense size, larger than any other star spawn
of Resurrection, Sammael is a monstrous hound and known to exist. The Ogdru Jahad themselves are said
the avatar son of one of the Ogdru Jahad. to be the progenitors of the Elder Evils from which
Said to be birthed from a womb drenched in the all spawn are created and as such, their heralds are
tears of a thousand angels, Sammael is a monstrous truly terrifying. Typically housed within the body of a
opponent. Resembling a reptilian ape with a gaping living cultist as a star seed, a spawn emerges from the
maw, rows of eyes and tentacled hair, Sammael takes followers body at he moment of their death, begining
down his foes with razor sharp claws and a slithering, life as a small-sized creature and quickly growing to
tentacled tongue that also infects victims with his gargantuan proportions. Once they expand to their
eggs. These eggs are what make Sammael even more full form they seek only mindless destruction of all life
horrifying - whenever Sammael dies, as long as any around them.
of these eggs remain, two copies of Sammael are
reborn, allowing the creature to multiply indefinitely.
To ensure his rejuvenation, Sammael infects corpses
with dozens of his eggs where they remain fertile,
feasting on dead flesh, waiting for a copy of their
progenitor to die so they can emerge.
Sammael himself is a herald of the Ogdru Jahad.
He is frequently summoned to do the bidding of those
who wish to summon these dread masters and bring
about the end of the world.

Spawn of
Ogdru Jahad

Villains of Horror 11

Spawn of Ogdru Jahad
Gargantuan aberration (titan), chaotic evil

Armor Class 17 (natural armor)


Hit Points 201 (13d20 + 65)
Speed 40 ft

STR DEX CON INT WIS CHA


25 (+7) 12 (+1) 21 (+5) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Con +11, Str +13, Cha +9


Damage Resistances cold, fire, poison; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunties psychic
Condition Immunities charmed, frightened, paralyzed,
poisoned
Senses tremorsense 60 ft., passive Perception 11
Languages -
Challenge 17 (18,000 XP)

Legendary Resistance (1/day). If the spawn fails a saving
throw, it can choose to succeed instead.

Madness. The spawn emits an aura of Madness 60 feet in


every direction. Any creature with an Intelligence above 7 that
starts its turn in the aura must succeed on a DC 17 Wisdom
saving throw or take 14 (4d6) psychic damage. A creature that
succeeds on the save is immune to this spawn's Madness for
24 hours.

Magic Resistance. The spawn has advantage on saving throws


against spells and other magical effects.

Seige Monster. The spawn deals double damage to objects
and structures.

ACTIONS
Multiattack. The spawn makes four melee attacks, only one
of which can be a bite.

Bite. Melee Weapon Attack +13 to hit, reach 10 ft., one target
grappled by the spawn. Hit: 26 (3d12 + 7) slashing damage.

Tentacle. Melee Weapon Attack +13 to hit, reach 15 ft., one


target. Hit: 20 (3d8 + 7) bludgeoning damage and the target
is grappled (escape DC 21). The spawn can grapple four
creatures at a time.

Swallow. The spawn makes one bite attack against a Large or


smaller target it is grappling. If the attack hits, the target is
also swallowed, and the grapple ends. While swallowed, the
target is blind ed and restrained, it has total cover against
attacks and other effects outside the spawn, and it takes 21
(6d6) acid damage at the start of each of the spawn's turns.
A spawn can swallow up to two creatures. If the spawn takes
30 damage or more on a single turn from the swallowed
creature, the spawn must succeed on a DC 14 Constitution
saving throw at the end of that turn or regurgitate all
creatures it has swallowed, which fall prone in a space within
10 feet of the spawn. If the spawn dies, a swallowed creature
is no longer restrained by it and can escape from the corpse
by using 15 feet of movement, exiting prone.

Villains of Horror
12
Villains of Horror
Black Skull
Medium humanoid, chaotic evil

Armor Class 12 (leather armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 8 (-1) 8 (-1) 10 (+0)

Skills Intimidate +4, Stealth +3


Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common
Challenge 1 (200 XP)

Aggressive. As a bonus action, the skull can move up to its


speed toward a hostile creature it can see.

Blood Offer. Once per turn, when the skull or one of its allies
reduces a creature it can see to 0 hit points, the skull regains
10 hit points.

Innate Spellcasting. The skull's innate spellcasting ability is


Charisma (spell save DC 10).It can cast the following spells,
requiring no material components:

Image Credit: Rob McCallum


Black Skull
2/day find steed

Magic Resistance. The skull has advantage on saving throws


against spells and other magical effects.

ACTIONS
Multiattack. The skull makes two melee attacks.

Slam. Melee Weapon Attack +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6 + 3) bludgeoning damage and the target is
grappled (escape DC 13). The skull can grapple only one
creature at a time.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5


ft., or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.

B lac k S k u ll Morphed into sadist brutes, black skulls are used by


Abraxas’ more devious worshippers, those who seek
Insane worshippers of a foul demon lord, black skull magical items to help fuel the demon prince's mad
cultists undergo horrific transformations in service scheme of bringing about Pleroma.
to a cruel master. An obscure demon prince, Abraxas Summoned Servants. While black skull cultists
is the ruler of the 17th level of the Abyss, known as pledge fealty to Abraxas, his minions are not so
Death’s Reward. privileged. Though loyal to their demon prince, they
Hidden away in his realm, Abraxas hoards countless also offer aid to others. Black skulls demand payment
magical items to use in a scheme to deconstruct the for such services, even from fellow worshippers.
multiverse, a grand ritual called the Pleroma - the Through a magical horn, Abraxas’ more intelligent
collapsing of time itself. Black skull cultists, little more followers may summon a black skull who in turn will
than raging marauders, imbibe a sacred elixir, one that demand payment to assist their wiser brethren in the
grants them magical powers and alters their mind, hunt for more treasured items. And as their demon
twisting them into hideous, near-demonic creatures lord prefers, a skull accepts only two forms of payment:
able to witness events through time. blood and souls.

Villains of Horror
14
A b r axa s Abraxas has a singular goal of acquiring the darkest
Lord of the Final Moment, the Unfathomable, Abraxas and most potent of magical items, promising evil
is a demon lord obsessed with forbidden magic that and corrupted magic users the promise of eternity
concerns the manipulation of time and its destruction. in exchange for deliverance of any treasures or
His ultimate goal is to collapse all of time into a single knowledge they come across. As a master of magic,
moment that exists eternally, where he is the sole Abraxas delights in punishing spellcasters who have
ruler. This bizarre concept is said to be brought about fallen out of his favor, stripping away their power
through a great ritual the demon calls Pleroma. In before dragging them into the Abyss to fuel his grand
pursuing this goal, Abraxas hoards countless magical ritual with more souls.
items, tomes and secrets on his twisted lair of the
Abyss. A b r axa s ’ L a i r
In his true form, Abraxas’ head resembles a
deformed, fanged mouthed bird. He has a humanoid Abraxas’ lair is his enormous, spiraling city of
torso and two large vipers writhe in place of his legs. Diovengia on the 17th layer of the Abyss. The layer
He wields a flail in one hand and a wand in the other. is a barren wasteland except for Diovengia which is
The flail causes mental anguish in his foes, while his an interconnected maze of libraries filled with arcane
wand strikes fear into their hearts. Like most demon lore and staffed by demonic acolytes, sentient serpents
lords, Abraxas adopts a more humanoid appearance and enslaved souls. Occasional outsides seek the
when he manifests to nondemonic beings, choosing forbidden knowledge found in the countless tomes
the form of a finely groomed wizard with elaborate contained in the city, yet the price is steep and always
facial hair and dressed in a shimmering green cloak the same – the seekers soul.
that hints at unspeakable power.

Abraxas Legendary Resistance (3/Day). If Abraxas fails a saving throw,


Large fiend (demon, shapechanger), chaotic evil he can choose to succeed instead.

Armor Class 20 (natural armor) Magic Resistance. Abraxas has advantage on saving throws
Hit Points 399 (38d10 + 190) against spells and other magical effects.
Speed 30 ft
Magic Weapons. Abraxas’ weapon attacks are magical.
STR DEX CON INT WIS CHA
ACTIONS
18 (+4) 16 (+3) 21 (+5) 26 (+8) 21 (+5) 23 (+6)
Multiattack. Abraxas attacks twice with the Flail of Anguish
Saving Throws Dex +10 , Int +15 , Wis +12 or four times with his leg bite.
Skills Bluff +13 , Arcana +15 , History + 15, Deception + 13
Damage Resistances cold, fire, lightning Flail of Anguish. Melee Weapon Attack: +11 to hit, reach 5
Damage Immunities poison; bludgeoning, piercing and ft., one target. Hit: 22 (4d8 + 4) bludgeoning plus 10 (2d6)
slashing that is nonmagical psychic damage.
Condition Immunities charmed, exhaustion, frightened,
poisoned Leg Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Sense truesight 120 ft., passive Perception 22 target. Hit: 8 (1d8 + 4) piercing damage.
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP) Wand of Terror. Abraxas targets a creature he can see
within 120 feet. The target must make a DC 23 Wisdom
Shapechanger. Abraxas can use his action to polymorph into saving throw or be frightened for 1 minute. A target already
a form that resembles a Medium humanoid, or back into his frightened instead becomes paralyzed for 1 minute.
true form. Aside from his size, his statistics are the same If a creature succeeds on this save or the effect ends on
in each form. Any equipment he is wearing or carrying isn’t it, the creature is immune to the Wand of Terror for the next
transformed. 24 hours.

Innate Spellcasting. Abraxas’ spellcasting ability is Intelligence LEGENDARY ACTIONS


(spell save DC 23). He can innately cast the following spells, Abraxas can take 3 legendary actions, choosing from options
requiring no material components: below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Abraxas regains
At will: burning hands, chromatic orb, dispel magic, blur, spent legendary actions at the start of his turn.
counterspell Teleport. Abraxas magically teleports, along with any
3/day each: haste, slow, teleport, reverse gravity, enervation, equipment he is wearing or carrying, up to 120 feet to an
telekinesis unoccupied space he can see.
1/day each: time stop, foresight Telekinesis (Cost 2 Actions). Abraxas casts telekinesis.

Villains of Horror 15
Abraxas, the Unfathomable

Image Credit: Eric Belisle


Lair Actions
On initiative count 20 (losing initiative ties), Abraxas time radically differently from normal.
can take a lair action to cause one of the following Something as simple as drinking from a mug
magical effects; he can’t use the same effect two may feel like it is taking several minutes, or a
rounds in a row: conversation may seem like it is happening too
• Abraxas creates a 10 foot long, 10 foot high fast to fully understand. While their actions still
wall made of force. Nothing can physically pass happen normally, the feeling is disorienting
through the wall. It is immune to all damage and and incredibly unnerving.
can’t be dispelled by dispel magic. A disintegrate • If a humanoid spends at least 1 hour within
spell destroys the wall instantly, however. The 1 mile of the lair, that creature must succeed
wall also extends into the Ethereal Plane, on a DC 23 Wisdom saving throw or descend
blocking ethereal travel through the wall. The into a madness determined by the Madness of
wall disperses on then next initiative count of 20. Abraxas table. A creature that succeeds on this
• Abraxas charges the air with an aura that disrupts saving throw can’t be affected by this regional
the magic of enemy spellcasters. Until a different effect again for 24 hours.
lair action is used, any creature he can see who
makes a spell attack against Abraxas, does so If Abraxas dies, these effects fade over the course of
Image Credit: Rob McCallum

with disadvantage. 1d10 days.

Regional Effects Madness of A b r axa s


The region containing Abraxas’ lair is warped by his
magic, creating one or more of the following effects: If a creature goes mad in Abraxas’s lair or within line
• Creatures within 3 miles of the lair can not of sight of the demon lord, roll on the Madness of
be targeted by divination magic, perceived Abraxas table to determine the nature of the madness,
through magical scrying sensors, or detected which is a character flaw that lasts until cured. See
by abilities that sense demons or fiends. the Dungeon Master’s Guide for more on madness.
• Intelligent creatures within 1 miles of the lair
have sporadic moments where they perceive

Villains of Horror
16
requires in order to enact ‘Pleroma’ - the demon’s
d100 Flaw (lasts until cured) eventual goal of collapsing time into a single, horrific
moment where he is supreme lord.
“I must sacrifice any magic item I can find to my People who have abandoned a belief they once
01 - 20
lord!” considered sacred or had their ideologies shattered by
cruel happenstance or betrayal are most susceptible
“I cannot grasp the idea that time extends longer to the influence of Abraxian cultists. Filling a void

Image Credit: Eric Belisle


21 - 40
than an hour into the future or an hour into within themselves, followers are typically obsessively
the past, believing that the moment is all that devoted to their leader, abating their own ideology and
matters.” personality on a vain quest to please their new lord
and by extension, Abraxas himself.
“I believe I am immortal and therefore do not fear
41 - 60
death at all.”
A b r axa s B o o n s
“I believe I am blessed with a piece of the strands Ability Score Adjustment: Up to a +4 bonus to
61 - 80
of all-time created at the dawn of time and Charisma, Intelligence or both
therefore feel I should be worshipped as a piece
of divinity.” Signature Spells: Detect Magic (1st level), Enthrall
(2nd level), Hypnotic Pattern (3rd level)
“I am infuriated at the presence of any magic
around me that is not my own and go out of my Abraxas grants his followers the ability to uncover
81 - 00
way to dispel or destroy any magic aura or item magical sources of power, allowing them to seek out
that I cannot own or control.”

Demonic Boons
The following boons are for wicked folk who have
pledged their service to a demonic overlord. DMs can
grant them to monsters and NPCs dedicated to the
demons mentioned in their entries. Each entry also
lists signature spells associated with a demon lord. If
the monster or NPC can cast spells, you can replace
any of those spells with spells from that list, as long
as the new spell is of the same level as the spell it
replaces. These boons follow mechanics as presented
on page 30 of Mordenkainen's Tome of Foes.

A b r axa s
Hidden away on his little known layer of the Abyss,
known as Death's Reward, Abraxas hoards countless
magical items to use in a scheme to deconstruct the
multiverse, a grand ritual called the Pleroma - the
collapsing of time itself. He is a mysterious demon lord,
Image Credit: Eric Belisle

granting followers boons but is fickle in his approval,


often taking his power from those who have displeased
him, sometimes even granting it to their enemies. For
this reason he is nicknamed the Unfathomable.
Cultists. Abraxas is a vain lord as are most of his
followers. His cultists are generally those who seek
a form of transcendence and enlightenment that
is centered around their own warped perspective.
Typically the head of an Abraxian cult believes
themselves to be the center of all existence, around
which an entire ideology springs up. While not actively
discouraging this, Abraxas allows these followers to
gather disciples to their narcissistic causes, so long
as they acquire him the souls and magical items he

Villains of Horror 17
items that further his designs for ‘Pleroma’ - a
collapsing of all time. To those who assume the mantle
of cult leader while in his service, he grants the Aura
of Worship. For his more rabid followers, he grants
them the Altered Time trait.

Altered Time. Whenever this creature suffers a critical hit, it


can use its reaction to force the attacking creature to re-roll
the attack. The attacking creature must use the new roll.

Aura of Worship. This creature emanates a mind affecting


aura that extends 30 feet in every direction from its space
while it isn't incapacited. The aura is blocked by total cover.
While in the aura, the creature and any ally has advantage
on saving throws against becoming charmed or frightened.
Enemies suffer disadvantage on saving throws against
becoming charmed or frightened by the creature and its
allies while in the aura.

Villains of Horror
18