CREDITS
Writing and Graphic Design: Anne Gregersen
Editing: E.R.F. Jordan
Cover Illustrator: Warmtail
Interior Illustrator: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by
Anne Gregersen and published under the Community Content Agreement for Dungeon Masters Guild.
CHOKER
When bloodied at 6 HP, the choker has the
following feature.
Trigger Ability: Cornered. When first bloodied,
the choker can make a melee attack against a
creature within range as a reaction.
ABYSSAL WRETCH
When bloodied at 9 HP, the abyssal wretch has the
following feature.
Trigger Ability: Cornered. When first bloodied,
the abyssal wretch can make a melee attack against
a creature within range as a reaction.
MERREGON ARCHDEVILS
When bloodied at 22 HP, the merregon has the
following features. BAEL
New Ability: Supportive Protector. While the When bloodied at 94 HP, Bael has the
merregon is bloodied, allied creatures within 5 feet following features.
of the merregon have advantage on saving throws. Ability Recharge: Legendary Actions. When
Trigger Ability: Cornered. When first bloodied, first bloodied, Bael regains all expended uses of its
the merregon can use its reaction to make a melee legendary actions.
attack against a creature within range. New Ability: Cast Attack. While bloodied, if
Bael uses an action to cast a spell, it can make a
NARZUGON melee attack as a bonus action.
When bloodied at 56 HP, the narzugon has the Strength: Increased Speed. While bloodied,
following features. Bael’s speed is 45 feet instead of 30 feet.
Strength: Mounted Superiority. While Death Throes: Archdevil Soul Grip. When
bloodied and mounted on a nightmare, the Bael dies, the wicked power of an infernal archdevil
marzugon has advantage on all saving throws. It rushes through the creature that killed it. The
also has advantage on checks made to stay mounted creature that killed Bael must succeed on a DC 25
on the nightmare. Constitution saving throw or suffer a disease on its
Trigger Ability: Cornered. When first bloodied, soul for seven days. On a successful save, it suffers
the narzugon can use its reaction to make a melee the disease for only 24 hours.
attack against a creature within range. While diseased, the creature is vulnerable to
damage dealt by devils, it has disadvantage on
ability checks, and any metal weapons it holds
behave as if the heat metal spell was cast on it.
MERRENOLOTH
When bloodied at 20 HP, the merrenoloth has the
following feature.
Trigger Ability: Teleporting Strike. When
first bloodied, the merrenoloth can use its Teleport
action as a reaction. After using Teleport in this
way, it can immediately cast a spell, restricted to
spells it can cast at will.
OINOLOTH
When bloodied at 63 HP, the oinoloth has the
following features.
Ability Recharge: Bringer of Plagues. When
first bloodied, the oinoloth’s Bringer of Plagues
ability is recharged.
Ability Recharge: Corrupted Healing. When
first bloodied, the oinoloth’s Corrupted Healing
ability is recharged.
Trigger Ability: Teleporting Strike. When first
bloodied, the oinoloth can use its Teleport action as
a reaction. After using Teleport in this way, it can
immediately cast a spell, restricted to spells it can
cast at will.