Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
As long as a creature starts its turn in 1 space of the pitling, the creatures are poisoned until they move out.
- Stab.
1d6 (follows minion rules)
Pitlings are one of the most smallest and weakest creatures of the underworld. Feeding on insects and scraps. They like to boast a tough game and attack anything larger than them, but fall easily in line of the commands of a stronger demon with one smack across the head.
The pylons emit elemental energy. One is immune to one of the elements but vulnerable to another.
- Immune to Fire; Vulnerable to Water or Ice
- Immune to Ice; Vulnerable to Fire
- Immune to Lightning; Vulnerable to Ice or Earth
- Immune to Wind; Vulnerable to Lightning
If a element not immune hits a pylon, it combines with it and isn't destroyed. But its Emit ability changes to the two combined elements. On the next attack, the Pylon will be destroyed.
- Emit.
Any one that enters or starts their turn within Range 3, take 1d8 damage of its element.
The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.
Attacks can Push and Pull targets equal to primary die.
Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.
- Psychic Knife.
Range 8: 1d8 (see Minion Rules)
Tutor is powered by the Elemental Pylons. They are immune to each pylon that is of the corrospawning element; Fire, Ice, Lightning, Wind. When each pylon is destroyed, Tutor is vulnerable to that damage type.
When an non-(1/use) crits, restore a use of one
- •Magic Bolt.2d6+2.
On Zapped Targets: Consume and Gain Advantage
On Smoldered Targets: Consume and Add extra damage die
- •Lightning Bolt! (1/use).3d8+4.
AoE, Line 6, DEX Save DC 11. On Failure: Full damage and target gains Zap. On Success: Half Damage.
- •Fiiiire Ball! (1/use).5d6.
Aoe, Range 8, 5x5. DEX Save DC 11. On Failure: Full damage and target gains Smoldering. On Success: Half Damage.
At 27 Hit Points, Tutor's Magic Surge? can trigger when any die crits.
Tutor is Dying! (Hopefully not actually) 20 more damage and Tutor will "die". Until then, All 1 use abilities are restored. If already have 1 use, they gain a extra one.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
When another Demon of higher level is attacked, Minor Baatez can interpose for them.
- Strike (2x).1d8+3.
(or Range 8)
Minor Baatez are slightly more humanoid demons. Only enough to wield weapons, but not enough to to think for themselves. Often found as foot soldiers for more component devils.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
When another Demon of higher level is attacked, Minor Baatez can interpose for them.
- Strike (2x).1d8+4.
(or Range 8)
Minor Baatez are slightly more humanoid demons. Only enough to wield weapons, but not enough to to think for themselves. Often found as foot soldiers for more component devils.
Summon 1/hero imps (d8 minions). Offer control of them in exchange for becoming a Performer. (Must move towards the Maestro heroes gain:)
(/1turn) action: All heroes' imps move and attack
- •Cappriccio.
3d10+5 Psychic. Performer ends
- •Staccato.
2d10 AoE to all adjacent creatures of imps, Performer ends.
- •Vivace.
Maestro's Imps move and attack
All imps abandon stage, heroes make a WIL Save DC 12 or become Performers
40 more damage until the grand finale! Until then, Capriccio ignores armor, can't be interposed and deals 1 wound.
After each Hero's turn, choose either Geoffery or Elizabeth to act.
Reaction: Minions created by either Geoffery III or Elizabeth can interpose for each other and their family up to 6 spaces.
- •Shadowbolt.
1d10 (Range 8) On Crit: Create Shadow Minion
- •Shadow Burst.
3d12+2 Select a Shadow Minion, cause it to explode and expand into a darkness cloud that blinded and slowed those that enter in a 5x5. DEX Save DC 12: On failure: Full damage, on Success: half damage.
- •Strike!
Command all Minions to move and attack made by either Chironbow, 1d12 for each minion on any target they can attack.
When 10 minions are reached, summon a Daemongoth.
- •Spirit Shard.
1d10. (Range 8) For every ally within Range 4, stack ADV for each ally.
- •Exchange (1/use).
3d12+2. Select a minion, those in Range 2 of the minion make a DEX Save DC 12. On Failure: Full Damage and blinded. On Success; Half damage. Allies of Elizabeth those in Range 2 of the Lifebind Spirit Minion are healed half of the damage.
When either Chironbow are Bloodied, Elizabeth's minions can take a extra hit when they interpose, Geoffery's minions can damage their attack for 1d10 necrotic when they die.
40 more damage and they die! Minions they make are doubled.
Reaction: Elizabeth and her minions can interpose for Geoffery III and her family up to 6 spaces.
After 10 minions have been summoned, all minions are sacrificed to summon a Demon.
- •Spirit Shard.1d10.
(Range 8) For every ally within Range 4, stack ADV for each ally.
- •Strike!1d12.
Command all Minions by both Elizabeth and Geoffery III to move 6 then attack, they can move remaining speed afterward.
- •Exchange (1/use).2d12+2.
Select a minion, those in Range 2 of the minion make a DEX Save DC 12. On Failure: Full Damage and blinded. On Success; Half damage. Allies of Elizabeth those in Range 2 of the Lifebind Spirit Minion are healed half of the damage.
Meant to duo with Geoffery Chironbow III
The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.
Attacks can Push and Pull targets equal to primary die.
Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.
Can force the damage die to be a crit. If the psion naturally gets a crit, they can restore a use of this ability.
Advantage on frightened targets
- Psychic Flay (2x).1d8+5.
(Or Range 6) On Crit: Frightened
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
Crits are negated and crit effects do not trigger. If they would be critted, Voltaic Celesto inflicts the target with Charged. Charges can stack. All creatures that would start next to the Voltaic Celesto will gain a stack of Charged.
Before or after attacking, Voltaic Celesto can teleport 12 spaces.
Voltaic Celesto gains ADV stacks for each Charged stack of each target they are facing.
- •Voltaic Slash (2x).2d12+4.
(Or Range 8) On Crit: Inflict Charged.
- •Discharge.
Range 6: Consume all charges within Range 12 to inflict Lightning Damage. 1d12 for each Charge stack consumed. Dex Save DC12: Failure: Full damage and target's Charged Stacks are not consumed. Success: Half damage and Charged Stacks are consumed.
At 57 hit points, Voltaic Celesto is bloodied. But they are super charged, they have heavy armor!
50 More damage and they die! Until then, all charge stacks inflicted double.

Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
When a creature heals within 5 spaces of the Misophaes, the creature makes a STR Save DC 13. On Failure: They do not heal, and all creatures in Range 5 take the healing in Necrotic Damage instead.
After hitting, the Misophaes can move 3.
- Claw (2x).1d8+4
A more lean demon. Known as a Threat Level 2, Misophaes are natural predators commonly found. Rushing down their pray, running away and coming back to finish them off. They can follow their pray easily without getting tired.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
Always will focus on the creature that last striked it. Gain +3 Speed moving toward their Ire.
Attacks also knockback a number of spaces equal to the primary die rolled.
- Cleave.2d8+12
Big, bulky and massive, the Antenoras are demons that underwent massive pain and adapted to it, wielding weapons that were used to give them this adaption. They seem to anger easily and strike at the last thing that attacked it. Best not poke the bear.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
Can interpose for its allies
Attacks miss on a 1-2.
- Strike.3d8+10 .
(Or Dark Slash: Range 8)
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
Resistant to all magic damage from spells, gains a hellfire charge each time they are hit by a spell.
When Manok moves, they leap. Those within Reach 2 of where they land must make a STR Save DC 14 or take 5 Bludgeoning Damage and knocked prone.
- •Rend (2x).2d10+5.
On hit, pick either: target is Grappled or Knocked back spaces equal to primary die.
- •Hellfire Agony (1 Hellfire Charge).3d10+12.
Fire. Range 6: All creatures make a WIL Save DC 14. On Failure: Full damage and knocked back spaces equal to primary die. On success: take half and not knocked back.
- •Napalm Blasts (2 Hellfire Charges).4d10+12.
Fire. Range 10.
- •Absorb Energies.
Reach 6. Pulls enemies 2 spaces toward Manok. Manok then gains 1d4 charges.
Manoks are hellish brutes of the hells. Obsidian and brimstone are embedded into their fists with their ape like walking posture. Resulting in it them dealing heavier damage than most demons. Shifting between Threat Levels 2 or 3. One could be easy enough for a platoon to handle, but a large number of them could be a Threat Level 4.
The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.
Attacks can Push and Pull targets equal to primary die.
Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.
Reaction: Range 6: Can choose an ally to increase their Damage Die by 1 or an enemy's die decreases by 1.
- •Time Thief.3d8+12.
On Hit: Choose 1 to grant to self or allies in Range 8:
> Gain Temp Hit Points equal to Damage. > Gain Double Speed
- •Playback/Fast forward.
Can choose 1 creature to teleport 8 Spaces to a spot the Chronopath can see. If creature is unwilling, they must make a INT Save DC 14. On Success: Only move half spaces.
The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.
Attacks can Push and Pull targets equal to primary die.
Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.
- •Concussive Slam.3d10.
(or Range 8). ADV toward Frightened targets.
- •Face your Fear (1/encounter).
Create ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. Spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead) for each creature inside. As long as a creature has a fear minion summoned, they are Frightened of it.
1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1,1d12 each)
At 125 Hit Points, summon 2 Fear Minons/Hero, When these are within range 2 of a creature, that one creature is Frightened
Johan is Dying! 90 more damage and Johan will die! Their Concussive Slam can target one additional target in Range 2 of that target.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
Can call 1 Pitling/hero or 1 Antenora Berserker after 1 round. The Antenora Berserker can only be 1/encounter.
When the Judecator moves, they teleport. Can also teleport as a reaction to being hit.
- •Whip Arm Blade (2x).3d8+3.
(Range 8)
- •Judgement (1 use/encounter).5d8+11.
Line 8. DEX Save 15. On Failure: full damage and knocked spaces equal to primary die. On Success: Half damage.
The Judecator are long slander surrounded and entangled by some kind of purple filament that acts some kind of energy and acts as their arms, looking similar to the Antenora Berserker, also found together. They like to teleport around the battlefield and more so lead the battle with their summons
When Combat starts, Jack Spawns 3 mech arms on his person. As long as Jack has these arms he has the following:
- Has 1 Advantage on all saves.
- He has Heavy Armor, halving even spell damage
- They add +X for every arm there is active to all damage rolls.
- He has SPD and Climb SPD 12.
- Melee attacks miss on a 2, if they do miss, they take +X Damage.
When Jack fails a save or takes 20+ damage, he can disable a mech arm to prevent that instead. If all are disabled, he can use a action to restore all uses.
- •Blade Slash (x2).3d8.
+X. On Crit: Restore a use of Arm Shot
- •Arm Shot (Fires times equal to arms active)(1/use).1d12.
Multi-Target, Range 8. Jack Prepares a element between Fire, Lightning, Cold, or Wind then fires that element at X targets in range.
At 162: Rregain all Mech Arms usages as they convert into drones.
120 more damage and Jack is finished! Jack absorbs all of the mech arms into himself! "Master" of Magicktech and Work, You Stupid Machine! are disabled as Jack gains Heavy armor and Vicious on his Blade Slash attacks.
Attack an extra time with another spell. If Crit, restore a use.
When Tasar fails a Save or takes 20+ damage, they can remove a condition from an enemy to negate it instead.
- •Elemental Bolt (Tier 0 Spell).1d10+10.
Choose between:
- Fire: Range 8. If hit on Drenched or Hampered from Ice, create steam in 3x3 aoe that blocks vision On Crit: Inflict Smoldering
- Ice: Range 12. On hit: Slowed for 1 turn. If Hit on Drenched target, Restrained. If hit on Smoldering, create steam in 3x3 aoe that blocks vision. If hit on Charged Target, those in Reach 3 are pulled 1 space.
- Lightning: Range 12. Advantage on Drenched Targets. On Hit: target gains Charged. If Targets are Drenched within Reach 3 of the original target, Drenched Targets are also hit.
- •Combustion (Tier 3 Spell).4d10+5.
Fire. Range 8, 4x4 Aoe, On hit: Inflict Smoldered. If already Smoldered, remove it, and double damage.
If hit Hampered from Ice or Drenched targets, create steam in 3x3 aoe that blocks vision.
- •Glacial Shard (Tier 2 Spell).3d10+5.
Ice, Range 12.
If Hit on Drenched targets, Restrained and create 3x3 icey difficult terrain. If Hit on Smoldered Targets, create 3x3 Steam cloud that obscures vision If Hit on Charged Targets, same size creatures in Reach 3 of creatures are pulled in 1 space.
- •Frigid Wind (Tier 5 Spell).4d10+12.
Reach 10, AoE, STR Save DC 16 On Failure: Become Slowed, On Success: Half and not slowed. Drenched Targets automatically fail and become Restrained.
- •Lightning Bolt (Tier 3 Spell).4d10+10.
Lightning, Line 12. DEX Save DC 16. On Failure: Full damage. On Success: Half Damage.
Drenched Targets automatically fail. Hampered Targets from Ice are pulled 2 spaces toward the Line 12, if in the line, they are hit as well.
At 162 HP, when Tasar uses Master Elementencer, he can cast a spell, but can't inflict conditions this way.
120 more damage and Tasar dies! Until then, Tasar gains Magical Bloom: Spellfire
Magical Bloom: Spellfire. Before Tasar's turns start, all those in Reach 5, AoE, make a DEX Save 16 take 1d20+10 damage of fire, lightning, or ice or half on success, and any with Smoldered, Hampered or Charged (pick one), automatically fail.
The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.
Attacks can Push and Pull targets equal to primary die.
Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.
- •Psychic Blast (2x).3d8+6 .
(Or Range 8.) On Hit: Double distance on Telekinetic trait
- •Face your Fear (1/encounter).
Ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. Spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead) for each creature inside.
1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1, 1d12 each).
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
Attacks against Nelo Celesto miss on a 1-2. Attacks that do miss, Nelo Celesto can use Strike.
Changes targets when they are crit.
- Strike (2x) .3d8+8 .
(Or Dark Slash Range 8). Every successive attack against the same target adds an extra die to that target.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
(Reach 8) Offer a hero to learn the Necrotic School + Shadowmancer's exclusive spells
Immune to Offee's Necrotic Damage and Shadow Minions can't harm the Daemongoth.
- •Agonize.6d10+13.
(Or Range 8) On Crit: Frightened If offer was accepted, the Offeree is always Frightened
- •Shadow Minions.
Summon 1/Shadow Minion per Hero facing Daemongoth, then command all Shadow Minions, including Offeree's own Shadow Minions to Move 6 then attack 1d10 any targets they are able.
Daemongoth's are cruel demons that are feed on pain of others. But the most evil will feed on emotional pain. Sometimes offering their servants power that is rigged against them. They are often common pacts of Shadowmancers.