TEXT: Enhanced Demons
  Enhanced Demons
  AN EVENTYR GAMES COMPENDIUM
  AN EVENTYR GAMES COMPENDIUM
  Expanded rules for demons in 
  Expanded rules for demons in 
  5th edition 
  5th edition D&D
  D&D
  
  Enhanced 
  Enhanced Demons
  Demons
  Credits
  Writing: J. A. Valeur
  Layout: J. A. Valeur
  Special Thanks: B. Bregendahl, C. Meldal, C. Svendsen, 
  L. Glader & S. Valeur for editing, input and playtesting. 
  Cover and Interior Art: Provided by the Dungeon 
  Masters Guild and used with permission under the 
  Community Content Agreement for the DMs Guild. 
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  1
   ENHANCED DEMONS | 
   ENHANCED DEMONS | 
  Enhanced Demons
  D
  emons. Destruction incarnate. Chaos 
  and slaughter manifest. From the pitiful 
  mane to the mighty balor, the abyss spawns 
  a host of fearsome enemies to throw at 
  your party. Many of these creature offer 
  interesting action choices and tactical 
  puzzles, although some seem to specialize 
  only in mindless slaughter.
  In this compendium, we take a look at all the demons 
  presented in the Monster Manual, assessing their strong 
  points and shortcomings before enhancing them with 
  alternate features. The point is not to make the demons 
  more powerful, but to make them more exciting. We 
  won’t increase their hit points, AC, or damage output, but 
  aim to instead give them new viable options in combat. 
  Of course, increased versatility never makes a monster 
  weaker, but we’re fine with that, as long as they are a 
  lot more fun to play with – or against. All changes are 
  colorized, and most spells and options are included 
  directly in the statblocks, so that your demons gain more 
  complexity, while still being easy to run at the table.
  Manes
  Lowliest of low, the common manes offer little in terms 
  of excitement – a single, efficient claw attack is all the 
  wretched fiend can muster. To give it just a bit of an extra 
  option, it now gets the Grotesque Display-feature.
  Grotesque Display
  This minor debuff allows the mane to take on a 
  supporting role in battles where weakening the 
  characters makes more tactical sense than a weak 
  Claws-attack.
  Dretch
  Though only slightly less low than the common mane, 
  the dretch nonetheless comes equipped with a potent 
  non-attack-feature in the Fetid Cloud. To just give it that 
  extra bit of versatility, the enhanced dretch gains the 
  Latch On-feature.
  Latch On
  By climbing unto a bigger creature the dretch can 
  position itself to make more advantageous attacks. 
  Remember also, that if you’re using the variant rules for 
  encumbrance (Player’s Handbook p. 176), the 60-pound 
  dretch might cause a character to become encumbered  
  (-10 move speed) or even heavily encumbered (-20 move 
  speed, disadvantage on all attacks, checks and saves that 
  use Strength, Dexterity or Constitution).
  Manes
  Manes
  Small fiend (demon), chaotic evil
  Armor Class 9
  Hit Points 9 (2d6 + 2)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  9 (-1) 
  13 (+1) 
  3 (-4) 
  8 (-1) 
  4 (-3)
  Damage Resistances Cold, Fire, Lightning
  Damage Immunities Poison
  Condition Immunities Charmed, Frightened, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Abyssal, understands but can’t speak
  Challenge 1/8 (25 XP)
  Actions
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 5 (2d4) slashing damage.
  Grotesque Display. The demon lashes itself in a grotesque 
  display of madness. Each creature within 10 ft. of the mane 
  that can see it must make a DC 10 Wisdom saving throw. On a 
  failure, the creature has disadvantage on the next attack roll or 
  ability check it makes until the end of its next turn.
  Dretch
  Dretch
  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)
  Damage Resistances Cold, Fire, Lightning
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Abyssal, Telepathy 60 ft.
  Challenge 1/4 (50 XP)
  Actions
  Multiattack. The dretch makes one attack with its bite and one 
  attack with its claws. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) 
  piercing damage.
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 5 (2d4) 
  slashing damage.
  Latch On. The dretch attempts to climb onto a Medium or larger 
  creature within 5 ft. of it. The target must make a DC 10 Dexterity 
  (Acrobatics) check. On a failure, the dretch successfully moves 
  into the target creature’s space and clings to its body. While in 
  the target’s space, the dretch moves with the target and has 
  advantage on attack rolls against it. The target can dislodge 
  the dretch as an action by succeeding on a DC 10 Strength 
  (Athletics) check. Immediately after successfully latching on 
  to a creature, the dretch can make one bite attack against that 
  creature as a bonus action.
  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 until the start of its next turn. While 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.
  
  2  |  ENHANCED DEMONS
   |  ENHANCED DEMONS
  Quasit
  As the messenger birds of the abyss, the quasit’s abilities 
  are not particularly focused on combat. It has a decent 
  claw attack and the Scare-action can certainly be useful, 
  but to just give it a bit more to do in a combat scenario, 
  the quasit has gained the ability to cast the spell grease. 
  Grease
  This spell offers more utility than raw power, but gives 
  the quasit another thematically fitting way to annoy 
  and hamper its foes in combat. It is particularly useful 
  against clustered enemies or when the quasit needs to 
  dissuade pursuers.
  Quasit
  Quasit
  Tiny fiend (demon, shapechanger), 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)
  Skills Stealth +5
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 10
  Languages Abyssal, Common
  Challenge 1 (200 XP)
  Shapechanger. The quasit can use its action to polymorph into 
  a beast form that resembles a bat (speed 10 ft. 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
  Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, 
  reach 5 ft. 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 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 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.
  Grease (1/Day). Slick grease covers the ground in a 10-foot 
  square centered on a point within 60 ft. and turns it into 
  difficult terrain for 1 minute. When the grease appears, each 
  creature standing in its area must succeed on a DC 10 Dexterity 
  saving throw or fall prone. A creature that enters the area or 
  ends its turn there must also succeed on a DC 10 Dexterity 
  saving throw or fall prone.
  Invisibility. The quasit magically turns invisible until it attacks, 
  or uses Scare or Grease, or until its concentration ends (as if 
  concentrating on a spell). Any equipment the quasit wears or 
  carries is invisible with it.
  
  3
   ENHANCED DEMONS | 
   ENHANCED DEMONS | 
  Shadow Demon
  The shadow demon is the first real combat threat among 
  the demons in the Monster Manual– and a flavorful 
  one at that. Equipped with a host of useful resistances, 
  Shadow Stealth and psychic damage, the shadow demon 
  is a capable and dangerous foe. It is, however, also a bit 
  one-dimensional with hit-and-run Claws-attacks being 
  it’s only real viable tactic. To flesh the shadow demon 
  out a bit more, we’ve given it Innate Spellcasting and 
  Shadow Absorption.
  Innate Spellcasting
  Enemies abound is a fun spell that fits well with the 
  demon’s shadowy theme, allowing it to turn its enemies 
  against each other while it strikes from the shadows. 
  Likewise, silence makes the shadow demon an even 
  scarier ambusher, giving it the ability to silence a 
  stragglers cries of warning or neutralize spellcasters.
  Shadow Absorption
  This feature allows the shadow demon to attack 
  characters’ constitution saving throws, while also 
  bolstering itself with temporary hit points. Good for 
  when the shadow demon needs to recuperate and 
  regroup before striking from the shadows again.
  Shadow Demon
  Shadow Demon
  Medium (demon), chaotic evil
  Armor Class 13
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2)
  Saving Throws Dex +5, Cha +4
  Skills Stealth +7
  Damage Vulnerabilities Radiant
  Damage Resistances Acid, Fire, Necrotic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Cold, Lightning, Poison
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, Restrained
  Senses Darkvision 120 ft., Passive Perception 11
  Languages Abyssal, Telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Innate Spellcasting. The demon’s spellcasting ability is 
  Intelligence (spell save DC 12). The demon can innately cast the 
  following spells, requiring no material components:
  • 1/day each: enemies abound, silence
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Shadow Stealth. While in dim light or darkness, the demon can 
  take the Hide action as a bonus action.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 
  3) psychic damage or, if the demon had advantage on the attack 
  roll, 17 (4d6 + 3) psychic damage.
  Shadow Absorption (1/day). The demon drains energy from 
  the shadows cast by nearby foes. Up to six creatures of the 
  demon’s choice it can see within 30 ft. of it must make a DC 12 
  Constitution saving throw, taking 10 (2d10) necrotic damage 
  on a failure, or half as much damage on a success. The demon 
  gains temporary hit points equal to half the total necrotic 
  damage dealt this way.
  Enemies Abound (1/day). A creature the demon can see within 
  120 ft. of it must make a DC 12 Intelligence saving throw. 
  A creature automatically succeeds if it is immune to being 
  frightened. On a failed save, the target loses the ability to 
  distinguish friend from foe, regarding all creatures it can see as 
  enemies for 1 minute or until the demon loses its concentration. 
  Each time the target takes damage, it can repeat the saving 
  throw, ending the effect on itself on a success. Whenever the 
  affected creature chooses another creature as a target, it must 
  choose the target at random from among the creatures it can 
  see within range of the attack, spell, or other ability it’s using. 
  If an enemy provokes an opportunity attack from the affected 
  creature, the creature must make that attack if it is able to.
  Silence (1/day). For 10 minutes or until the demon loses its 
  concentration, no sound can be created within or pass through 
  a 20-foot-radius sphere centered on a point of the demon’s 
  choice within 120 ft. of it. Any creature or object entirely inside 
  the sphere is immune to thunder damage, and creatures are 
  deafened while entirely inside it. Casting a spell that includes a 
  verbal component is impossible there.
  
  4  |  ENHANCED DEMONS
   |  ENHANCED DEMONS
  Barlgura
  The glorious spellcasting ape that is the Barlgura is 
  something of a conundrum. It has low intelligence, but 
  still manages to be one of the most cunning and versatile 
  spellcasters of the demons in the Monster Manual. 
  Because it already has quite a few options available to 
  it, all we’ve done with the barlgura is give it the Deadly 
  Leap-feature.
  Deadly Leap
  Mimicking the fearsome bulette, the barlgura can use 
  Deadly Leap to launch itself through the air and land to 
  devastating effect on its foes. It’s a good opener, putting 
  the barlgura right in the middle of things at the very start 
  of combat.
  Barlgura
  Barlgura
  Large fiend (demon), chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft., climb 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  7 (-2) 
  14 (+2) 
  9 (-1)
  Saving Throws Dex +5, Con +6
  Skills Perception +5, Stealth +5
  Damage Resistances Cold, Fire, Lightning
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 
  15
  Languages Abyssal, Telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The barlgura’s spellcasting ability is Wisdom 
  (spell save DC 13). The barlgura can innately cast the following 
  spells, requiring no material components:
  • 1/day each: entangle, phantasmal force
  • 2/day each: disguise self, invisibility (self only)
  Reckless. At the start of its turn, the barlgura can gain advantage 
  on all melee weapon attack rolls it makes during that turn, but 
  attack rolls against it have advantage until the start of its next 
  turn.
  Running Leap. The barlgura’s long jump is up to 40 feet and its 
  high jump is up to 20 feet when it has a running start.
  Actions
  Multiattack. The barlgura makes three attacks: one with its bite 
  and two with its fists.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + 4) 
  piercing damage.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 9 (1d10 + 4) 
  bludgeoning damage.
  Deadly Leap. If the barlgura jumps at least 15 feet as part of its 
  movement, it can then use this action to land on its feet in a 
  space that contains one or more other creatures. Each of those 
  creatures must succeed on a DC 15 Strength or Dexterity saving 
  throw (target’s choice) or be knocked prone and take 20 (3d10 
  + 4) bludgeoning damage. On a successful save, the creature 
  takes only half the damage, isn’t knocked prone, and is pushed 
  5 feet out of the barlgura’s space into an unoccupied space of 
  the creature’s choice. If no unoccupied space is within range, the 
  creature instead falls prone in the barlgura’s space.
  Entangle (1/day). Grasping weeds and vines sprout from the 
  ground in a 20-foot square starting from a point within 90 ft. For 
  1 minute or until the barlgura loses concentration, these plants 
  turn the ground in the area into difficult terrain. A creature in the 
  area when the barlgura casts the spell must succeed on a DC 13 
  Strength saving throw or be restrained by the entangling plants 
  until the spell ends (escape DC 13). When the spell ends, the 
  conjured plants wilt away.
  
  5
   ENHANCED DEMONS | 
   ENHANCED DEMONS | 
  Chasme
  Deceptively dangerous, the chasme’s Drone-feature 
  can  quickly turn what should be an easy fight into a 
  slaughter. Its Proboscis-attack is also quite dangerous, 
  with an average of 40 damage that also reduces 
  maximum hit points. To give the Chasme a bit more 
  versatility, we’ve given it Innate Spellcasting.
  Innate Spellcasting
  The chasme gets two simple, but effective spells. Fear 
  allows it to repel enemies, while web can immobilize 
  foes, keeping them within its Drone-effect or simply 
  readying them for its Proboscis-attack.
  Chasme
  Chasme
  Large fiend (demon), chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 84 (13d10 + 13)
  Speed 20 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  10 (+0)
  Saving Throws Dex +5, Wis +5
  Skills Perception +5
  Damage Resistances Cold, Fire, Lightning
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 
  15
  Languages Abyssal, Telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Drone. The chasme produces a horrid droning sound to 
  which demons are immune. Any other creature that starts its 
  turn within 30 feet of the chasme must succeed on a DC 12 
  Constitution saving throw or fall unconscious for 10 minutes. 
  A creature that can’t hear the drone automatically succeeds on 
  the save. The effect on the creature ends if it takes damage or if 
  another creature takes an action to splash it with holy water. If a 
  creature’s saving throw is successful or the effect ends for it, it 
  is immune to the drone for the next 24 hours.
  Innate Spellcasting. The chasme’s spellcasting ability is Wisdom 
  (spell save DC 13). The chasme can innately cast the following 
  spells, requiring no material components:
  • 1/day each: fear, web
  Magic Resistance. The chasme has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The chasme can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 16 
  (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and 
  the target’s hit point maximum is reduced by an amount equal 
  to the necrotic damage taken. If this effect reduces a creature’s 
  hit point maximum to 0, the creature dies. This reduction to a 
  creature’s hit point maximum lasts until the creature finishes a 
  long rest or until it is affected by a spell like greater restoration.
  Fear (1/day). Each creature in a 30-foot cone must succeed on 
  a DC 13 Wisdom saving throw or drop whatever it is holding 
  and become frightened for 1 minute, or until the chasme loses 
  concentration. While frightened this way, a creature must take 
  the Dash action and move away from the chasme by the safest 
  available route on each of its turns, unless there is nowhere to 
  move. If the creature ends its turn in a location where it doesn’t 
  have line of sight to the chasme, the creature can make a DC 13 
  Wisdom saving throw, ending the effect on a success.
  Web (1/day). The chasme conjures a mass of webbing filling a 
  20-foot cube centered on a point within 60 ft. for 1 hour or until 
  it loses concentration. The webs are difficult terrain and lightly 
  obscure their area. Webs layered over a flat surface have a depth 
  of 5 feet. The webs are flammable. Any 5-foot cube of webs 
  exposed to fire burns away in 1 round, dealing 2d4 fire damage 
  to any creature that starts its turn in the fire. Each creature that 
  starts its turn in the webs or that enters them during its turn 
  must make a DC 13 Dexterity saving throw. On a failed save, the 
  creature is restrained as long as it remains in the webs or until it 
  breaks free (escape DC 13).
  
  6  |  ENHANCED DEMONS
   |  ENHANCED DEMONS
  Vrock
  Grotesque and dangerous, the vrock embodies the nasty 
  nature of the abyss – all beak and talons, death and 
  destruction, the vrock is a very capable combatant. It is 
  also quite versatile with the ability to use both Spores 
  and Stunning Screech to disable and diminish its foes. 
  To just give it a bit more options for attacking head-on, 
  we’ve given the vrock the Wing Attack-feature.
  Wing Attack
  Inspired by the fearsome dragons, the vrock’s wing 
  attack gives it an AoE-attack that can also temporarily 
  hamper enemies and supply it with a measure of 
  mobility. Perfect for disengaging from a crowd of foes 
  before regrouping to rejoin the fight somewhere else.
  Vrock
  Vrock
  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)
  Saving Throws Dex +5, Wis +4, Cha+2
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 11
  Languages Abyssal, Telepathy 120 ft.
  Challenge 6 (2,300 XP)
  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. Hit: 10 (2d6 + 
  3) piercing damage.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 14 (2d10 
  + 3) slashing damage.
  Wing Attack. The vrock beats its wings. Each creature within 
  5 feet of the vrock must succeed on a DC 15 Dexterity saving 
  throw or take 10 (2d6 + 3) bludgeoning damage and be knocked 
  prone. The vrock can then fly up to half its flying speed.
  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. While 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 until the end of the vrock’s next turn.
  
  7
   ENHANCED DEMONS | 
   ENHANCED DEMONS | 
  Hezrou
  The hezrou is basically a big ball of brawny brutality. 
  With the subtlety and versatility of a sledge hammer, 
  the hezrou does nothing else than attack. To make 
  the hezrou just a bit more interesting and dynamic 
  in combat, we’ve given it the Throwaway and Spew 
  Gall-features.
  Throwaway
  This feature allows the hezrou to create chaos on the 
  battlefield by throwing enemies into one another, dealing 
  minor damage and knocking them prone.
  Spew Gall
  This thematically fitting and potent breath attack gives 
  the hezrou a way to inflict serious harm on clustered foes 
  – albeit only once per day.
  Hezrou
  Hezrou
  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)
  Saving Throws Str +7, Con +8, Wis +4
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 11
  Languages Abyssal, Telepathy 120 ft.
  Challenge 8 (3,900 XP)
  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 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. If the hezrou has grappled a creature, it 
  can use Throwaway in place of one of these attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 15 (2d10 + 
  4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + 
  4) slashing damage.
  Throwaway. The hezrou throws a Medium or smaller creature 
  it has grappled up to 30 ft. horizontally in a direction of the 
  hezrou’s choice. As it lands, the target must make a DC 15 
  Dexterity saving throw. On a failure, the target takes 10 (3d6) 
  bludgeoning damage and is prone. On a success, it takes only 
  half as much damage and isn’t prone. If the target creature hits 
  another creature during the throw, both creatures must make 
  the saving throw, taking 7 (2d6) bludgeoning damage on a 
  failure.
  Spew Gall (1/day). The hezrou spews the vile contents of its 
  stomach in a 30-foot cone. Each creature in that area must make 
  a DC 16 Dexterity saving throw, taking 28 (8d6) acid damage on 
  a failed save, or half as much on a successful one.
  
  8  |  ENHANCED DEMONS
   |  ENHANCED DEMONS
  Glabrezu
  Once more we have a demon that doesn’t need to much 
  help. Supplied with pincers, fists and powerful spells, 
  the glabrezu is an awesome vehicle of destruction. To 
  just give it a bit more versatility, the glabrezu gains the 
  Rattling Shake-feature.
  Rattling Shake
  While dealing less damage than an ordinary pincer 
  attack, this feature has the potential to stun its target, 
  keeping them immobilized and at the glabrezu’s mercy. 
  It won’t always be the best choice, but when control is 
  more important than damage, Rattling Shake is a very 
  good option indeed.
  Glabrezu
  Glabrezu
  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)
  Saving Throws Str +9, Con +9, Wis +7, Cha +7
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Truesight 120 ft., Passive Perception 13
  Languages Abyssal, Telepathy 120 ft.
  Challenge 9 (5,000 XP)
  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, detect magic, dispel magic
  • 1/day each: confusion, fly, power word stun
  Magic Resistance. The glabrezu has advantage on saving throws 
  against spells and other magical effects.
  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. If the glabrezu is grappling 
  a creature in its pincers, it can use Rattling Shake in place of a 
  pincer attack.
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 16 (2d10 
  + 5) bludgeoning damage. If the target is a Medium or smaller 
  creature, it is 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. Hit: 7 (2d4 + 2) 
  bludgeoning damage.
  Rattling Shake. The glabrezu shakes a Medium or smaller 
  creature it is grappling in its pincer. The target takes 10 (1d10 
  + 5) bludgeoning damage and must succeed on a DC 15 
  Constitution saving throw or be stunned until the start of the 
  glabrezu’s next turn.
  Darkness. Magical darkness spreads in a 15-foot-radius sphere 
  from a point within 60 ft., lasting 10 minutes or until the demon 
  loses its concentration. The darkness spreads around corners. 
  A creature with darkvision can’t see through this darkness, and 
  nonmagical light can’t illuminate it. If the point is on an object, 
  the darkness emanates from the object and moves with it. 
  Completely covering the source of the darkness with an opaque 
  object, such as a bowl or a helm, blocks the darkness. If any of 
  this spell’s area overlaps with an area of light created by a spell 
  of 2nd level or lower, the spell that created the light is dispelled.
  Dispel Magic. Any spell of 3rd level or lower on one creature, 
  object or magical effect within 120 ft. ends. For each spell of 
  4th level or higher on the target, the demon can make an ability 
  check using its spellcasting ability (+8) against a DC of 10 + the 
  spell’s level. On a successful check, the spell ends.
  Fly (1/day). The demon touches a willing creature. The target 
  gains a flying speed of 60 feet for 10 minutes or until the demon 
  loses concentration. When the spell ends, the target falls if it is 
  still aloft, unless it can stop the fall.
  Power Word Stun (1/day). The demon speaks a word of power 
  that can overwhelm the mind of one creature it can see within 
  60 ft., leaving it dumbfounded. If the target has 150 hit points 
  or fewer, it is stunned. Otherwise, the spell has no effect. The 
  stunned target must make a DC 16 Constitution saving throw at 
  the end of each of its turns. On a successful save, this stunning 
  effect ends.
  
  9
   ENHANCED DEMONS | 
   ENHANCED DEMONS | 
  Yochlol
  With web and dominate person, as well as Mist Form, 
  the yochlol certainly has options in combat. Still, the 
  yochlol is a relatively weak combatant when we compare 
  its hit points, armor class and damage output to other 
  fiends of a similar challenge rating. Thus, a minor buff 
  is warranted, which is why the yochlol not only gets the 
  Maddening Presence-feature but also an improvement to 
  its Slam-attack.
  Maddening Presence
  The yochlol can use this feature both offensively and 
  defensively to make up for its melee deficiencies.
  Improved Slam
  The yochlol’s basic attack now also weakens its target 
  mentally, creating synergy with its spells and features.
  Yochlol
  Yochlol
  Medium fiend (demon, shapechanger), chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft., climb 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  15 (+2) 
  15 (+2)
  Saving Throws DEX +6, INT +5, WIS +6, CHA +6
  Skills Deception +10, Insight +6
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 12
  Languages Abyssal, Elvish, Undercommon
  Challenge 10 (5,900 XP)
  Shapechanger. The yochlol can use its action to polymorph into 
  a form that resembles a female drow or giant spider, or back 
  into its true form. 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.
  Magic Resistance. The yochlol has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The yochlol can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Innate Spellcasting. The yochlol’s spellcasting ability is 
  Charisma (spell save DC 14). The yochlol can innately cast the 
  following spells, requiring no material components:
  • At will: detect thoughts, web
  • 1/day: dominate person
  Web Walker. The yochlol ignores movement restrictions caused 
  by webbing.
  Actions
  Multiattack. The yochlol makes two melee attacks.
  Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit, 
  reach 5 ft. (10 ft. in demon form) Hit: 5 (1d6 + 2) bludgeoning 
  (piercing in spider form) damage plus 21 (6d6) poison damage 
  and the target has disadvantage on Wisdom saving throws until 
  the end of the yochlol’s next turn.
  Mist Form. The yochlol transforms into toxic mist or reverts to 
  its true form. Any equipment it is wearing or carrying is also 
  transformed. It reverts to its true form if it dies. While in mist 
  form, the yochlol is incapacitated and can’t speak. It has a flying 
  speed of 30 feet, can hover, and can pass through any space 
  that isn’t airtight. It has advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to nonmagical 
  damage. While in mist form, the yochlol can enter a creature’s 
  space and stop there. Each time that creature starts its turn 
  with the yochlol in its space, the creature must succeed on 
  a DC 14 Constitution saving throw or be poisoned until the 
  start of its next turn. While poisoned in this way, the target is 
  incapacitated.
  Maddening Presence. Each creature of the yochlol’s choice 
  within 30 ft. of it must make a DC 14 Wisdom saving throw. 
  On a failure, a creature takes 17 (5d6) psychic damage and is 
  paralyzed until the end of the yochlol’s next turn. If a creature’s 
  saving throw is successful, the creature is immune to the 
  yochlol’s Maddening Presence for the next 24 hours.
  Web. The yochlol conjures a mass of thick, sticky webbing filling 
  a 20-foot cube centered on a point within 60 ft. for 1 hour or 
  until the yochlol loses concentration. The webs are difficult 
  terrain and lightly obscure their area. Webs layered over a flat 
  surface have a depth of 5 feet. The webs are flammable. Any 
  5-foot cube of webs exposed to fire burns away in 1 round, 
  dealing 2d4 fire damage to any creature that starts its turn in 
  the fire. Each creature that starts its turn in the webs or that 
  enters them during its turn must make a DC 14 Dexterity saving 
  throw. On a failed save, the creature is restrained as long as it 
  remains in the webs or until it breaks free (escape DC 14).
  Dominate Person (1/day). A target humanoid the yochlol can 
  see within 60 ft. must succeed on a DC 14 Wisdom saving 
  throw or be charmed by it for 1 minute, or until the yochlol 
  loses its concentration. If the target is fighting the yochlol or 
  creatures friendly to the yochlol, the target has advantage on 
  the saving throw. While the target is charmed and on the same 
  plane of existence, the yochlol can telepathically issue simple 
  and general commands to the creature (no action required), 
  which the target does its best to obey. If the target completes 
  the order and doesn’t receive further direction, it defends and 
  preserves itself to the best of its ability. The yochlol can also use 
  its action to take total and precise control of the target. Until the 
  end of the yochlol’s next turn, the target takes only the actions 
  it chooses, and doesn’t do anything else. During this time the 
  yochlol can also cause the creature to use a reaction, but this 
  requires it to use its own reaction as well. Each time the target 
  takes damage, it makes a new DC 14 Wisdom saving throw 
  against the spell. If the saving throw succeeds, the spell ends.
  
  10
  10  |  ENHANCED DEMONS
   |  ENHANCED DEMONS
  Nalfeshnee
  With Horror Nimbus only available every third round 
  on average, the nalfeshnee will likely spend most of the 
  time making only simple bite and claw-attacks. As with 
  the yochlol, the nalfeshnee seems a bit underpowered 
  for its level, at least on turns when Horror Nimbus is 
  recharging. To compensate for this, we’ve given the 
  nalfeshnee powerful Innate Spellcasting – which was a 
  standard feature of the Nalfeshnee in earlier editions – 
  and improved its Multiattack.
  Innate Spellcasting
  Dispel magic gives the nalfeshnee some utility, while 
  lightning bolt and chain lightning allows it to deal big 
  amounts of magical damage to several enemies at once. 
  Lastly, feeblemind is a real threat even to higher level 
  parties.
  Improved Multiattack
  By allowing it to use either Horror Nimbus or Teleport 
  before attacking, the nalfeshnee becomes a much more 
  mobile and versatile adversary, who can appear suddenly 
  behind a target to deliver a devastating barrage of 
  attacks.
  Nalfeshnee
  Nalfeshnee
  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)
  Saving Throws Con +11, Int +9, Wis +6, Cha +7
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Truesight 120 ft., Passive Perception 11
  Languages Abyssal, Telepathy 120 ft.
  Challenge 13 (10,000 XP)
  Magic Resistance. The nalfeshnee has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The nalfeshnee’s spellcasting ability is 
  Intelligence (spell save DC 17). The yochlol can innately cast the 
  following spells, requiring no material components:
  • At will: dispel magic, lightning bolt (as a 6th-level spell)
  • 1/day: chain lightning, feeblemind
  Actions
  Multiattack. The nalfeshnee uses Teleport or 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. Hit: 32 (5d10 + 
  5) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft. 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 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.
  Dispel Magic. Any spell of 3rd level or lower on one creature, 
  object or magical effect within 120 ft. ends. For each spell of 
  4th level or higher on the target, the demon can make an ability 
  check using its spellcasting ability (+9) against a DC of 10 + the 
  spell’s level. On a successful check, the spell ends.
  Lightning Bolt. The nalfeshnee blasts a stroke of lightning in 
  a line 100 feet long and 5 feet wide in a direction of its choice. 
  Each creature in the line must make a DC 17 Dexterity saving 
  throw. A creature takes 38 (11d6) lightning damage on a failed 
  save, or half as much damage on a successful one. The lightning 
  ignites flammable objects in the area that aren’t being worn or 
  carried.
  Chain Lightning (1/day). The nalfeshnee creates a bolt of 
  lightning that arcs toward a target it can see within 150 ft. Three 
  bolts then leap from that target to as many as three other 
  targets, each of which must be within 30 feet of the first target. 
  A target can be a creature or an object and can be targeted by 
  only one of the bolts. A target must make a DC 17 Dexterity 
  saving throw. The target takes 45 (10d8) lightning damage on a 
  failed save, or half as much damage on a successful one.
  Feeblemind (1/day). The nalfeshnee blasts the mind of a 
  creature it can see within 150 ft. The target takes 4d6 psychic 
  damage and must make a DC 17 Intelligence saving throw. On 
  a failed save, the creature’s Intelligence and Charisma scores 
  become 1. The creature can’t cast spells, activate magic items, 
  understand language, or communicate in any intelligible way. 
  The creature can, however, identify its friends, follow them, and 
  even protect them. At the end of every 30 days, the creature 
  can repeat its saving throw against this spell. If it succeeds on 
  its saving throw, the spell ends. The spell can also be ended by 
  greater restoration, heal, or wish.
  
  1111
   ENHANCED DEMONS | 
   ENHANCED DEMONS | 
  Marilith
  One of the most fearsome hand-to-hand combatants of 
  Dungeons & Dragons, the marilith is a truly awesome 
  concept, that unfortunately lacks a bit in the diversity-
  department. Rolling six longsword attacks every round 
  quickly becomes tedious. To give the marilith a bit more 
  to do, we’ve given it the Swath of Destruction-feature and 
  a single casting of blade barrier.
  Swath of Destruction
  This feature both increases the marilith’s mobility, while 
  also giving it a way to disrupt the battlefield. Perfect for 
  when the marilith wants to make its way to an annoying 
  caster across the battlefield, or when its foes have 
  foolishly clustered together.
  Blade Barrier
  A single spell isn’t enough to warrant an Innate 
  Spellcasting-feature, but blade barrier is too good to pass 
  up. It’s thematically very fitting, and allows the marilith 
  to shape the battlefield to its liking, while also protecting 
  it from ranged attackers, which is arguably the marilith’s 
  biggest weakness. 
  Marilith
  Marilith
  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)
  Saving Throws Str +9, Con +10, Wis +8, Cha +10
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Truesight 120 ft., Passive Perception 13
  Languages Abyssal, Telepathy 120 ft.
  Challenge 16 (15,000 XP)
  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 a 
  combat.
  Actions
  Multiattack. The marilith makes seven attacks: six with its 
  longswords and one with its tail.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 13 
  (2d8 + 4) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 15 (2d10 
  + 4) bludgeoning damage. If the target is Medium or smaller, it 
  is grappled (escape DC 19). Until this grapple ends, the target 
  is restrained, the marilith can automatically hit the target with 
  its tail, and the marilith can’t make tail attacks against other 
  targets.
  Swath of Destruction. The marilith moves up its move speed in 
  a straight line. This movement ignores difficult terrain, doesn’t 
  provoke opportunity attacks and the marilith can move through 
  the space of Medium or smaller creatures. Each creature within 
  5 ft. of the marilith at any point during this movement must 
  make a DC 19 Dexterity saving throw. On a failure, a creature 
  takes 22 (4d8 + 4) slashing damage and is knocked prone. On 
  a success, a target takes only half as much damage and isn’t 
  knocked prone.
  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.
  Blade Barrier (1/day). The marilith creates a vertical wall of 
  whirling, razor-sharp blades made of magical energy. The 
  wall appears within 90 ft. and lasts for 10 minutes or until the 
  marilith loses concentration. The marilith can make a straight 
  wall up to 100 feet long, 20 feet high, and 5 feet thick, or a 
  ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet 
  thick. The wall provides three-quarters cover to creatures behind 
  it, and its space is difficult terrain. When a creature enters the 
  wall’s area for the first time on a turn or starts its turn there, the 
  creature must make a DC 19 Dexterity saving throw. On a failed 
  save, the creature takes 6d10 slashing damage. On a successful 
  save, the creature takes half as much damage.
  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.
  
  Goristro
  Goristro
  Huge fiend (demon), chaotic evil
  Armor Class 19 (Natural Armor)
  Hit Points 310 (23d12 + 161)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  11 (+0) 
  25 (+7) 
  6 (-2) 
  13 (+1) 
  14 (+2)
  Saving Throws Str +13, Dex +6, Con +13, Wis +7
  Skills Perception +7
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 17
  Languages Abyssal
  Challenge 17 (18,000 XP)
  Charge. If the goristro moves at least 15 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 38 (7d10) piercing damage. If the target is 
  a creature, it must succeed on a DC 21 Strength saving throw or 
  be pushed up to 20 feet away and knocked prone.
  Labyrinthine Recall. The goristro can perfectly recall any path it 
  has traveled.
  Magic Resistance. The goristro has advantage on saving throws 
  against spells and other magical effects.
  Siege Monster. The goristro deals double damage to objects and 
  structures.
  Actions
  Multiattack. The goristro makes three attacks: two with its fists 
  and one with its hoof.
  Fist. Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 20 (3d8 + 
  7) bludgeoning damage.
  Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft. Hit: 23 (3d10 
  + 7) bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 21 Strength saving throw or be knocked prone.
  Gore. Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 45 (7d10 
  + 7) piercing damage.
  Shockwave. The goristro stomps the ground with massive 
  hoofs, causing a powerful shockwave to shake the ground. 
  Each creature within 30 ft. of the goristro must make a DC 21 
  Strength saving throw. On a failure, a creature takes 27 (5d10) 
  bludgeoning damage and 27 (5d10) thunder damage and is 
  knocked prone. On a success, a creature takes only half as much 
  damage and isn’t knocked prone.
  Lost in the Maze (1/day). The goristro manifests chaotic magic 
  from the abyss to mislead and confuse its enemies. Each 
  creature of the goristro’s choice within 60 ft. must make a DC 21 
  Intelligence saving throw. On a failure, the creature is paralyzed 
  for 1 minute as it imagines itself lost in a maze. A creature can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  12
  12  |  ENHANCED DEMONS
   |  ENHANCED DEMONS
  Goristro
  The goristro is a hulking brute of a creature, which has 
  really only one tactic: run headfirst into the enemies 
  and tear them to shreds. Granted, with the amount of 
  damage the goristro can dish it out, it’s not the worst 
  tactic, but it isn’t very exciting for a creature with a 
  Challenge Rating of 17. If we compare it to an adult 
  red dragon – which has the same CR – the goristro 
  has a lot less to offer both power-wise and in terms of 
  versatility. To give the goristro a bit more to do, it gets the 
  Shockwave and Lost in the Maze-features.
  Shockwave
  With its sizable strength score and massive hoofs, a 
  Shockwave-feature seems fitting, and gives the goristro a 
  way to cause havoc in an area around it.
  Lost in the Maze
  The goristro can use this powerful AoE-feature to 
  immobilize creatures at range, setting them up for 
  devastating attacks on later rounds. 
  
  13
  13
   ENHANCED DEMONS | 
   ENHANCED DEMONS | 
  Balor
  The balor is a frightening sight to behold – even in death, 
  the balor is dangerous to its enemies. However, while 
  Death Throes and Fire Aura are useful and thematic 
  abilities, the balor’s actual damage output is somewhat 
  lacking, as is its versatility. Thus, we’ve given it the 
  Innate Spellcasting-feature, and also improved its 
  Multiattack to allow for both spells and teleportation to 
  be cast in place of attacks.
  Innate Spellcasting
  The balor gets two simple spells, which should help it be 
  more effective and versatile in combat. Slow can control 
  a larger crowd of foes, while power word pain helps the 
  pit fiend single out a particularly pesky foe.
  Improved Multiattack
  To give the balor a bit more versatility and improve 
  its overall effectiveness, its Multiattack now allows it 
  to substitute an attack for either a spell or a use of its 
  Teleport. While obviously a buff, it helps bring the balor 
  more in line with other monsters with a similar CR.
  Balor
  Balor
  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)
  Saving Throws Str +14, Con +12, Wis +9, Cha +12
  Damage Resistances Cold, Lightning; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Truesight 120 ft., Passive Perception 13
  Languages Abyssal, Telepathy 120 ft.
  Challenge 19 (22,000 XP)
  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.
  Innate Spellcasting. The balor’s spellcasting ability is Charisma 
  (spell save DC 20). The balor can innately cast the following 
  spells, requiring no material components:
  • 3/day each: power word pain, slow
  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. The balor can cast a spell or 
  use Teleport in place of one of these attacks.
  Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft. 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. 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.
  Power Word Pain (3/day). The balor speaks a word of power 
  that causes waves of intense pain to assail one creature it can 
  see within 60 ft. If the target has 100 hit points or fewer, it is 
  subject to crippling pain. Otherwise, the spell has no effect on 
  it. A target is also unaffected if it is immune to being charmed. 
  While the target is affected by crippling pain, any speed it has 
  can be no higher than 10 feet. The target also has disadvantage 
  on attack rolls, ability checks, and saving throws, other than 
  Constitution saving throws. Finally, if the target tries to cast 
  a spell, it must first succeed on a DC 20 Constitution saving 
  throw, or the casting fails and the spell is wasted. A target 
  suffering this pain can make a DC 20 Constitution saving throw 
  at the end of each of its turns. On a successful save, the pain 
  ends.
  Slow (3/day). The balor alters time around up to six creatures 
  of its choice in a 40-foot cube within 120 ft. Each target must 
  succeed on a DC 20 Wisdom saving throw or be affected by 
  this spell for 1 minute or until the balor loses concentration. 
  An affected target’s speed is halved, it takes a -2 penalty to AC 
  and Dexterity saving throws, and it can’t use reactions. On its 
  turn, it can use either an action or a bonus action, not both. 
  Regardless of the creature’s abilities or magic items, it can’t 
  make more than one melee or ranged attack during its turn. 
  If the creature attempts to cast a spell with a casting time of 
  1 action, roll a d20. On an 11 or higher, the spell doesn’t take 
  effect until the creature’s next turn, and the creature must use 
  its action on that turn to complete the spell. If it can’t, the spell 
  is wasted. A creature affected by this spell makes another DC 
  20 Wisdom saving throw at the end of each of its turns. On a 
  successful save, the effect ends for it.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Eventyr Games/Enhanced Demons.pdf