Volo's Guide to Monsters

(Nancy Kaufman) #1

DEMONS


Demon lords create lesser demons for the purpose of
spreading chaos and terror throughout the multiverse.
Three such demons are described here.


BABAU


Demons and devils clash endlessly for control of the
Lower Planes. One of these battles pitted the legions of
the archdevil Glasya against the screaming hordes of
the demon lord Graz'zt. It is said that Glasya wounded
Graz'zt with her sword, and the first babaus arose where
his blood struck the ground. Their sudden appearance
helped rout Glasya and secured Graz'zt's place as one of
the preeminent demon lords of the Abyss.
A babau demon possesses the cunning of a devil and
the bloodthirstiness of a demon. It has leathery black
skin pulled tight over its gaunt frame, and a curved horn
protruding from the back of its elongated skull. A ba-
bau's baleful glare can weaken a creature.


MAW DEMON
Maw demons share Yeenoghu's ceaseless hunger for
carnage and mortal flesh. After a maw demon rests for
8 hours, anything devoured by it is transported directly
into the Lord of Savagery's gullet.

Maw demons appear among gnoll war bands, usually
summoned as part of ritual offerings of freshly slain hu-
manoids made to Yeenoghu. The gnolls don't command
them, but these demons accompany the war band and
attack whatever creatures the gnolls fall upon.

SHOOSUVA
A shoosuva is a hyena-demon gifted by Yeenoghu to an
especially powerful gnoll (typically as a fang ofYeeno-
ghu). A shoosuva manifests shortly after a war band
achieves a great victory, emerging from a billowing, fetid
cloud of smoke as it arrives from the Abyss. In battle,
the demon wraps its slavering jaws around one victim
while lashing out with the poisonous stinger on its tail to
bring down another one. A creature immobilized by the
poison becomes easy pickings for any gnolls nearby.
Each shoosuva is bonded to a particular gnoll and
fights alongside its master. A gnoll that has been gifted
with a shoosuva is second only to a flind in status within
a war band.

BABAU
Medium fiend (demon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 82 (lld8 + 33)
Speed 40 ft.

STR
19 (+4)

DEX
16 (+3)

CON
16 (+3)

Skills Perception +5, Stealth +5

INT
11 (+0)

WIS
12 (+l)

CHA
13 (+ 1)

Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
Challenge 4 (1,100 XP)

Innate Spel/casting. The babau's innate spellcasting ability is
Wisdom (spell save DC 11). The babau can innately cast the fol-
lowing spells, requiring no material components:

At will: darkness, dispel magic.fear, heat metal, levitate

ACTIONS
Multiattack. The babau makes two melee attacks. It can also
use Weakening Gaze before or after making these attacks.

\ Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (ld8 + 4) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft. , one target. Hit: 7 (ld6 + 4) piercing damage,
or 8 (ld8 + 4) piercing damage when used with two hands to
make a melee attack.

Weakening Gaze. The babau targets one creature that it can
see within 20 feet ofit. The target must make a DC 13 Consti-
tution saving throw. On a failed save, the target deals only half
damage with weapon attacks that use Strength for l minute.
The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
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