providing
a steady supply of souls to the nabassu, whichcan cause the demon to be cooperative- for as long asthe supply
lasts.RUTTERKIN
The rutte rkins,
a breed of warped demon, roam theAbyss
in mobs that constantly search for intruders tosurround and devour.A byssal D ef en ders. Rutterkins protect the Abyssfrom non-demons. Whe n they spot any interlopers, theygathe r in a crowd and surge forward, emitting a wave offear in advance of their attacks that leaves their
victimsterrified and rooted in place.Warping Plague. Creatures bitten
by rutterkins areexposed to a terrible disease that infects them with thecorrupting influence of the Abyss. Victims th at succu mbto the d isease experience
tremendous pain astheir bodies become
disfigured, flesh twistingaround the bone
s , until they transform to join themass of abyssal wretches that follow in the wakeof the rutterkin mob that laid them low.RUTTERKIN
Medium fiend (demon)
, chaotic evilArmor Class 12Hit Po ints 37 (5d8 + 15)Speed 20 ft... '-
STR14 (+2)DEX15 (+2)CON17 (+3)INT5 (-3)WIS12 (+l)CHA6 (-2)Da mage Res
istances cold, fire, lightning -.Da m ag e Immunities poisonConditio n Immunities charmed, frightened, poisonedSe ns e s darkvision 120 ft., passive Perception 11La nguages understands Abyssal b ut can't
s peakChallenge 2 (450 XP)••
Crippling Fear.
When a creatu re that isn't a demon start s itsturn w ithin 30 feet of t h ree or more rutterkins, it m us t makea DC 11 Wisdom saving throw. The creature has d isadvantageon the save if it's w ithin 30 feet of s ix or more rutterkins. On asuccessful save, the creature is immune to the Crippling
Fearof all rutterkins for 24 hours. On a failed save, the c reaturebeCOrlJ.eS frightened of the rutterkins for l minute. Whilefrightened in this way, the creature
is restrained. At the end ofeach of the frightened creature's turns, it can repeat the savin gthrow, ending the
effect on itself on a success.ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.Hit: 12 (3d6 + 2) piercing damage. If the target is a creature,it must succeed on a DC 13 Constitution saving throw againstd isease or become poisoned. At the end of each long rest
, thepoisoned target can repeat the saving throw, ending the effecton itself on a success. If the target is
reduced to 0 hit pointswhile poisoned in this way, it dies
and instantly tra nsforms in toa living abyssal wretch. The transform at ion of t he bod y can beundone only by
a wish spell.CllAPTER 6 I BESTIARY
ABYSSAL
WRETCHMedium fiend (demon), chaotic evilArmor Class 11Hit Po ints 18 (4d8)Speed 20 ft.STR
DEX9 (-1) 12 (+l)CON11 (+0)INT5 (-3)Da mage Resistances cold, fire, lightningDamage Immunities poisonWIS8 (-1)Condition Immunities charmed, frightened, poisonedSe nses darkvision 120 ft., passive Perception 9Languages understands Abyssal but can't speakChallenge
1/4 (50 XP)ACTIONSCHA5 (-3)Bite. Melee Weapon Attack: +3 to hit, reach S ft., one t arget.Hit: S (ld8 + l) slashing
damage.