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Duke Winter Solitary, Magical, Divine, Intelligent, Cautious Icy spear (b[2d12+4] damage 1 piercing) 22 HP 5 armor Close, Forceful, Reach Instinct: To Cover the world in snow
- Cover the Battlefield in snow
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Lunara Grismbane Solitary, Magical, Divine, Intelligent, Planar A moonbeam (d12+2 damage) 18 HP 4 armor Close, Reach, Ignores Armor, Far Instinct: To Rule
- Create a prison of moonlight
- Put a foe to sleep
- Strike someone mute
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Grerdel Solitary, Magical, Divine, Intelligent, Planar blasts of magic (b[2d12+4] damage 1 piercing) 18 HP 4 armor Close, Forceful, Reach, Near, Far Special Qualities: Curses and tricks The demon lord of the 9 hells Instinct: To conquer
- Conjure a demoic spell of chaos and flame
- Summon as minion
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Spinagon Horde, Small, Devious, Intelligent, Planar tail spine (d4 damage) 3 HP 2 armor Close Special Qualities: wings Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil's weakness treat it with a modicum of respect. A spined devil's body and tail bristle with spines, and it can fling its tail spines as ranged weapons. The spines burst into flame on impact. When not delivering messages or gathering intelligence, spined devils serve in the infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and they will quickly scatter if a fight goes against them Instinct: to gather information
- fly out of reach
- escape to give information to its superiors
- blast foes with flaming tail spines
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Barbazu Horde, Organized, Hoarder, Planar glaive (d6 damage) 3 HP 0 armor Close, Reach Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes. Instinct: to follow demon lords
- attack with is bone glaive
- form ranks with other demons
- prevent its foes from healing
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Balgura Group, Large, Planar hulking fists (d8+2 damage) 10 HP 1 armor Forceful The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects. A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility Instinct: to tear things apart
- throw something a great distance
- briefly obscure itself from mortal eyes
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Balor Solitary, Huge, Stealthy, Divine, Intelligent, Planar Storm sword and flame whip (b[2d12+5] damage 1 piercing) 22 HP 1 armor Reach Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes. Instinct: To rule over armies
- Set things alight with its whip
- Teleport across the battlefield
- paralyze foes with its sword