TEXT: Book of Beasts
  Demon Depository
  Introduction: On the following pages are six new demons drawn from previous editions 
  of Dungeons & Dragons. They were chosen and designed to offer demons at challenge rat-
  ings that aren’t already offered in the Monster Manual. Many of these demons were selected 
  because of their connection to demon lords that show up in Out of the Abyss, so they can be 
  easily added to random encounters or DM-created adventures in the Underdark. The new/
  old demons included in this PDF include: Blood Demon (CR 11), Bulezau (CR 7), Fire De-
  mon (CR 14), Maw Demon (CR 1/2), Rutterkin (CR 3), and the Scion of Zuggtmoy (CR 10). 
  A collection of demons to challenge heroes of any level.
  by Jon Leitheusser
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wiz-
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  2  
  Book of Beasts
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  Demon Depository
  The unlearned say that man’s enemies are not demons, 
  but other beings like himself. It is my goal to disabuse 
  you of this misconception before it kills you.
  —Professor Zoran Hyrak, Adversaries: A Catalog of 
  Demons and Other Threats from the Abyss
  Demons
  A complete accounting of the demons of the Abyss is 
  an impossible task. Each new day sees the creation 
  of new, twisted creatures born of the unique tortures 
  found on those dark planes, each more terrible than 
  the last. These additions to the catalog of demons are 
  but a sampling of the terrible things to be found in the 
  Abyss or brought to the Realms by some mad wizard.
  Blood Demon
  Blood demons are native to the Blood River, which 
  winds through the bottom of the Blood Rift. Their ori-
  gins are a mystery, but they appear to have spontane-
  ously taken form out of the foul “waters” of the Blood 
  Blood Demon
  Medium fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 178 (17d8 + 103)
  Speed 40 ft., swim 40 ft. 
  STR 
    DEX 
        CON        INT        WIS         CHA
  21 (+5)    18 (+4)      22 (+6)   3 (-4)     16 (+3)      11 (+0)
   
  Saving Throws Str +9, Dex +8, Con +10 
  Damage Resistances acid, cold, fire, lightning, thun-
  der; bludgeoning, piercing, and slashing from non-
  magical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poi-
  soned, prone
  Senses darkvision 120 ft., passive Perception 13
  Languages —
  Challenge 11 (7,200 XP)
  Amorphous. The blood demon can move through a 
  space as narrow as 1 inch wide without squeezing.
  Blood Frenzy. When the blood demon reduces a crea-
  ture to 0 hit points with a melee attack on its turn, the 
  blood demon has advantage on attacks it makes until 
  the end of its next turn.
  False Appearance. While the blood demon remains 
  motionless or in the Blood River, it is indistinguish-
  able from a large pool of blood.
  Magic Resistance. The blood demon has advantage on 
  saving throws against spells and other magical effects.
  Rampage. When the blood demon reduces a creature 
  to 0 hit points with a melee attack on its turn, the 
  blood demon can take a bonus action to move up to 
  half its speed and make a slam attack.
  Actions
  Multiattack. The blood demon makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage.
  Blood Call (Recharges 5-6). The blood demon calls to 
  the blood of living creatures within a 15-foot radius. 
  Any creature in the area must succeed on a DC 16 Con-
  stitution saving throw or take 21 (6d6) necrotic dam-
  age and be pulled 10 feet straight toward the blood 
  demon. If the creature’s saving throw is successful, it 
  takes half damage and isn’t pulled closer.
  
    
  Book of Beasts  
  3
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  River and whatever psychic and supernatural pollut-
  ants it carries. At times they travel in large, amor-
  phous schools, roiling in the river’s currents. Occa-
  sionally, one or blood demons slither onto the banks 
  to attack whatever has wandered close. As mindless 
  creatures, they are as likely to strike out at other de-
  mons as they are visitors to the Abyss who don’t know 
  to keep their distance.
   Blood demons resemble animate pools of blood with 
  a humanoid upper torso and a flowing pillar of blood 
  where its legs should be. Its arms are long and flexi-
  ble, with clot-like “fingers” it uses to smash opponents. 
  The blood that forms its head appears to be a bestial 
  skull with sunken eyes and long horns that extend 
  over their head into dribbling points. 
   Convenient Allies. Because of blood demons’ pen-
  chant for attacking anything that comes close to them, 
  natives of the Abyss know the blood demons are likely 
  to aid them in defeating foes—if they can drive their 
  foes close to the Blood River or a blood demon.
   Bloodthirsty. Blood demons are drawn to the scent 
  of blood and the sight of it drives them into a frenzy! 
  They seek out the bloody and injured, targeting them 
  first in combat if possible and then moving on to an-
  other foe once they’ve fed their hunger.
   Strange Vistas. Blood demons have spread out 
  from their Blood River home and can be found in many 
  areas of the Abyss and beyond. They have been en-
  countered in the Underdark and other places of great 
  violence and butchery.
  
  4  
  Book of Beasts
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  Bulezau
  Unlike most other demons, bulezau are created by per-
  forming a dark ritual over the corpses of women who gave 
  their lives in service to their good-aligned gods. Baphom-
  et, demon lord of the Endless Maze, Prince of Beasts, 
  and the Demon Lord of Minotaurs is the one responsible 
  for the creation of the rite that transforms the corpses 
  into bulezau, doubtless because he appreciates twisting 
  once-good vessels into brutal, battle-hungry warriors.
   Bulezau might not exist at all were it not for Yeeno-
  ghu, Prince of Gnolls, who taunted Baphomet over the 
  portion of the minotaurs that had developed morality 
  and become allied with the other races of Faerûn. In 
  response, Baphomet created the first bulezau and he 
  often uses them as front-line fighters when at war with 
  Yeenoghu and his gnoll followers.
   Standing between eight and 12 feet tall, bulezau are 
  impressive figures. They are thin with gray skin covered 
  in patches of gray-white tufts of fur that increases in 
  length and density around their neck and shoulders. 
  Their heads are goatlike, with glowing red eyes and 
  long horns capable of inflicting terrible wounds. Each 
  bulezau has a long, strong tail they use to great effect in 
  combat to trip their opponents and knock them to the 
  ground. In combat, they wield huge longspears, with 
  which they are incredibly proficient and deadly.
   Difficlt and Deadly.
  .
   Bulezau are dangerous al-
  lies, even when summoned to act as servants, they are 
  headstrong, generally unhelpful, and enjoy maltreat-
  ing weaker troops and allies.
   Kin to Minotacr. Evil minotaur who attempt to 
  summon bulezau find they are eager to enter their 
  service. As the favored children of Baphomet, they are 
  very willing to help spread chaos, pain, and death with 
  their horned kin.
  Bulezau
  Large fiend (demon), chaotic evil 
  Armor Class 16 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 30 ft
  STR 
    DEX 
        CON        INT        WIS         CHA
  18 (+4)    18 (+4)     19 (+4)    8 (-1)     15 (+2)    13 (+1) 
  Saving Throws Str +7, Dex +7, Con +7, Wis +5
  Skills Athletics +7
  Damage Resistances acid, lightning, thunder; bludgeon-
  ing, piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common
  Challenge 7 (2,900 XP)
  Charge. If the bulezau moves at least 15 feet straight 
  toward a target and then hits with a gore attack on 
  the same turn, the target takes an extra 24 (7d6) 
  piercing damage. If the target is a Large or smaller 
  creature, it must succeed on a DC 15 Strength saving 
  throw or be knocked prone.
  Magic Resistance. The bulezau has advantage on sav-
  ing throws against spells and other magical effects.
  Ravage. The bulezau deals an extra 9 (2d8) damage 
  when it hits a prone target.
  Actions
  Multiattack. The bulezau makes three attacks: one 
  with its tail and two with its longspear.
  Longspear. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 17 (3d8 + 4) piercing damage. 
  Tail. The bulezau sweeps its tail at a 
  creature, tripping it. A target creature of 
  Medium size or smaller within 5 feet of the 
  bulezau must succeed on a DC 15 Dexterity 
  saving throw or be knocked prone.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 23 (5d6 + 6) piercing damage. 
  Blood Cry (Recharges after a Short or Long 
  Rest). The bulezau lets out a battle cry that 
  rocks opponents and drives them back. Each 
  creature in a 15-foot cone must succeed on 
  a DC 15 Dexterity saving throw or take 24 
  (7d6) thunder damage and be pushed 10 feet 
  straight away from the bulezau. If the creature’s 
  saving throw is successful, it takes half damage 
  and isn’t pushed away. 
  
    
  Book of Beasts  
  5
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  Fire Demon
  Creatures of fire, madness, and rage, fire demons are 
  living engines of destruction. They glide and hop across 
  the battlefield, burning their foes with the slightest 
  touch and pulsing with deadly bursts of flame. 
   Fire demons spring up in the Abyss where other 
  creatures have died in great conflagrations, cobbling 
  bodies together from burnt remains and blackened 
  bones, then flaring to life in an explosion of fire. They 
  appear as large, human-shaped skeletons with skel-
  etal wings and constantly wreathed in fire.
   Elemental Allies. As creatures of flame, fire demons 
  are sometimes summoned by powerful followers of the 
  Elemental Eye to oppose their foes, destroy cities, or to 
  carry out fiery assassinations.
   Favored of Demogorgon. Fire demons are often 
  found in the employ of mightier demons and are the 
  favorite summoned allies of Demogorgon because of 
  their love of fire and the chaos they bring to any bat-
  tlefield. A few of them are always near Demogorgon, 
  no matter where he is, often flying overhead when the 
  Prince of Demons is submerged in water.
  Fire Demon
  Large fiend (demon), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40ft, fly 60ft.
  Speed 40 ft., fly 60 ft.
  STR 
    DEX 
        CON        INT        WIS         CHA
  17 (+3)    23 (+6)      20 (+5)    8 (-1)    17 (+3)      14 (+2)
  Saving Throws Str +8, Dex +11, Con +10, Wis +8, Cha +7
  Damage Vulnerabilities cold
  Damage Resistances acid, lightning, thunder; blud-
  geoning, piercing, and slashing from nonmagical 
  weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, Common
  Challenge 14 (11,500 XP)
  Fiery Aura. At the start of each of the fire demon’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 blazing skeleton or hits it with a melee attack while 
  within 5 feet of it takes 10 (3d6) fire damage.
  Flyby. The fire demon doesn’t provoke opportunity 
  attacks when it flies out of an enemy’s reach.
  Illumination. The fire demon sheds bright light in a 
  20-foot radius and dim light for an additional 20 feet.
  Magic Resistance. The fire demon has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Multiattack. The fire demon makes three attacks: 
  two with its fiery touch and one with its inferno.
  Fiery Touch. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 15 (2d8 + 6) fire damage. If the 
  target is a creature or a flammable object, it ignites. 
  Until a creature takes an action to douse the fire, 
  the target takes 5 (1d10) fire damage at the start of 
  each of its turns.
  Fire Teleport. The fire demon magically teleports, 
  along with any equipment it is wearing or carrying, 
  up to 120 feet to an unoccupied space it can see that 
  is next to a large fire or a creature that is on fire.
  Inferno. The blazing form of the fire demon explodes 
  in a fireball, and each creature within 15 feet of it must 
  make a DC 18 Dexterity saving throw, taking 14 (4d6) 
  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.
  
  6  
  Book of Beasts
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  Maw Demon
   Maw demons are simple creatures, driven by unend-
  ing hunger and the desire to feed on living flesh.
   In combat, the creatures snap and snarl constant-
  ly, making them a threat to everyone nearby. Their 
  hunger for living meat results in them running to a 
  new enemy as soon as the one their fighting falls. 
  Dead meat holds no interest for them, they want to 
  sate their hunger on flesh that still has blood pump-
  ing through it. 
   A maw demon is roughly spherical stomach on three 
  stubby legs, with three short arms that end in twisted, 
  clawed hands, three red, unblinking eyes, and dagger-
  like teeth in a wide mouth that nearly splits the maw 
  demon in half along its meridian.
   Agents of Destrcition. Their simplemindedness 
  makes them excellent as a first wave in battle and they 
  are often used that way by more powerful demons. 
  Maw demons are also frequently summoned by wiz-
  ards and cultists to sow chaos when the need arises. 
   Agents of Chaos. Maw demons pay little attention 
  to their surroundings and if they find themselves in a 
  strange new place, they run about looking for food and 
  paying little attention to anything else. A mass of maw 
  demons quickly disperses, running across battlefields, 
  through cities, down corridors, and through tunnels 
  in an attempt to find food. 
  Maw Demon
  Medium fiend (demon), chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR 
    DEX 
        CON        INT        WIS         CHA
  17 (+3)    11 (+0)      12 (+1)      5 (-3)     13 (+1)      6 (-2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages understands Abyssal
  Challenge 1/2 (100 XP)
  Snapping Jaws. Allies of the maw demon have ad-
  vantage on attack rolls against a creature if that 
  creature is within 5 feet of the maw demon and the 
  maw demon isn’t incapacitated.
  Variable Resistance (Recharges after a Short or Long 
  Rest). The first time the maw demon takes acid, cold, 
  fire, lightning, or thunder damage, it gains resistance 
  to that damage type. This resistance affects the attack 
  that triggered it.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage.
  
    
  Book of Beasts  
  7
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  Rutterkin
   Rutterkin are among the lowest of the low in the 
  Abyss. They burst forth from the dead bodies of a mane 
  in the form of twisted abominations wracked with pain 
  and longing for the release of death.
   Even compared to other demons, rutterkin are gro-
  tesque. Their limbs are of unequal lengths, giving 
  them a loping gait and making their attacks clumsy 
  and unpredictable. 
   Seekers of Death. A rutterkin’s existence is one of 
  unbridled pain. They take joy in nothing, but exhib-
  it cruel glee when inflicting pain on others. In com-
  bat, rutterkin attempt to tie up opponents with their 
  snap-tongs, so other demons can take advantage of 
  the grappled foe. Rutterkin understand their role as 
  fodder, and if they can’t defeat their enemies, at least 
  welcome the release death brings to their life of pain. 
   Demons Reborn. A rutterkins that was particularly vi-
  cious, excelling at dealing pain and death, may be reborn 
  as a demon of a random type when it dies. It never forgets 
  its life as a rutterkin and the excruciating pain it had to 
  endure in that form. These reborn demons are some of 
  the most power-mad found in the Abyss, because they 
  never want to return to such a lowly state. 
  Rutterkin
  Medium fiend (demon), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 57 (6d8 + 30)
  Speed 30 ft.
  STR 
    DEX 
        CON        INT        WIS         CHA
  16 (+3)   17 (+3)     20 (+5)  9 (-1)    12 (+1)    9 (-1)
  Saving Throws Str +5, Con +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Abyssal
  Challenge 3 (700 XP)
  Variable Resistance (Recharges after a Short or 
  Long Rest). The first time the rutterkin takes acid, 
  cold, fire, lightning, or thunder damage, it gains re-
  sistance to that damage type. This resistance affects 
  the attack that triggered it.
  Actions
  Multiattack. The rutterkin makes two attacks with its 
  snap-tong or two attacks with its bone barbs.
  Snap-Tong. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 13). If the rutterkin has a creature grap-
  pled, it cannot make another snap-tong attack.
  Bone Barbs. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) piercing damage.
  Fear Gaze (Recharge 6). The rutterkin projects hor-
  rible images into the minds of nearby creatures. 
  Each creature in a 30-foot cone must succeed on a 
  DC 13 Wisdom saving throw or become frightened 
  for 1 minute. A frightened 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 crea-
  ture is immune to this effect for the next 24 hours.
  
  8  
  Book of Beasts
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  Scion of Zuggtmoy
  Strange creatures, even for a servant of a demon lord, 
  the scions of Zuggtmoy are grown in the Gardens of 
  Rot in Zuggtmoy’s layer of the Abyss, Shedeklah. When 
  he followers capture demons, they bury them alive in 
  the gardens and after the fungi grown there feast on 
  the demons, they are transformed into scions.
   Zuggtmoy regards her scions as a disposable re-
  source. She is more than willing to use them as fodder, 
  knowing she can replace them with ease. 
  Scions of 
  Zuggtmoy appear as inhuman skeletal figures covered 
  in slime and fungi of all sorts. Their empty eye sockets 
  are lit with a sickening, green light, giving a clue as to 
  their malevolence.
   Elemental Allies. Zuggtmoy is very likely to send 
  the scions to plague Faerûn. In her quest to grow her 
  cult and become more powerful, she wants to show her 
  followers what she’s capable of—and increase the like-
  lihood of attracting more followers to her cult. Some-
  times, she sends her scions to cause chaos, but she 
  often awards them to cults to be used as guardians or 
  as protectors for powerful priests.
   Uniontrolled Wanderers. Because they’re regarded 
  as replaceable, scions of Zuggtmoy are often lost when 
  they wander away from battlefields after a battle or sur-
  vive beyond the life of whomever they served. These sci-
  ons end up wandering alone or in small groups with 
  no purpose other than spreading fear and chaos. While 
  they are by no means common, it’s possible to run into 
  a handful of these creatures wander-
  ing any of the layers of the Abyss, 
  places of rot and decay on the 
  surface of Faerûn, or deep in 
  the Underdark.
  Scion of Zuggtmoy
  Medium fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 142 (15d8 + 75)
  Speed 30 ft.
  STR 
    DEX 
        CON        INT        WIS         CHA
  19 (+4)    17 (+3)      20 (+5)    5 (-3)    15 (+2)     12 (+1)
  Saving Throws Str +8, Dex +7, Con +11, Wis +6
  Damage Resistances cold, fire, lightning; bludgeon-
  ing, piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Abyssal
  Challenge 10 (5,900 XP)
  Regeneration. The scion of Zuggtmoy regains 10 
  hit points at the start of its turn if it has at least 1 
  hit point. 
  Magic Resistance. The scion of Zuggtmoy has advan-
  tage on saving throws against spells and other magi-
  cal effects.
  Actions
  Multiattack. The scion of Zuggtmoy makes three at-
  tacks: one restraining slime and two tendril whips, or 
  one spore cloud and two tendril whips.
  Tendril Whips. Melee Weapon Attack: +8 to hit, reach 
  10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
  Spore Cloud. The scion of Zuggtmoy sends out a 
  spore cloud that covers everyone in a 15-foot radius. 
  The spores spread around corners. Each creature 
  in the area must make a DC 16 Constitution or take 
  18 (4d8) poison damage and become poisoned for 1 
  minute on a failed save, or take half as much damage 
  and is not poisoned on a successful saving throw. 
  A target can repeat the saving throw at the end of 
  each of its turns, ending the poisoned condition on 
  itself on a success. 
  Restraining Slime. Ranged Weapon Attack: +7 to hit, 
  range 20/40 ft., one creature. Hit: The target must 
  make a DC 16 Dexterity saving throw or take 18 (4d8) 
  poison damage and the target is restrained until the 
  end of the scion of Zuggtmoy’s next turn. On a suc-
  cessful save, the target takes only half damage and 
  is not restrained.  
  
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