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Winged Demon Lord Forces

Rules system: Dungeons & Dragons 4th Edition (monster stat blocks).

Lore: these creatures are described as the forces of a winged demon lord on Demonic Forms under Creatures.

Legacy design material, not canon for play. Eleven 4e stat blocks for the forces of an unnamed winged demon lord, with no narrative: the only 4th Edition material in the archive. They are the statistical appendix to the creatures registered under Creatures, and are reproduced as written.

  • The source is Winged Demon Lord Forces (S521, 2018). S516 (2013) is an identical older copy.
  • The source's embedded creature pictures and 4e power-type icons are stripped. Two recharge icons showing die faces five and six are written "on 5 or 6". The separator icon between a power's name and its keywords or frequency is written "·".
  • Several blocks follow published 4e monsters closely. The Cthalaxx's resistance line still calls the creature "the sibriex", and the Assassin Imp's languages include Supernal; both are kept as written.
Creature Type Level and role
Abyssal Zealot Hunter Medium elemental humanoid (demon) 6 Artillery
Lesser Marilith Large elemental humanoid (demon) 14 Elite Skirmisher
Dread Stirge Small elemental beast (demon) 7 Lurker
Abyssal Gargoyle Large elemental humanoid (earth) 12 Lurker
Gargoyle Medium elemental humanoid (earth) 9 Lurker
Lesser Vrock Large elemental humanoid (demon) 11 Skirmisher
Jachyra Large elemental magical beast (demon, undead) 12 Elite Brute
Howler Dread Hound Medium elemental magical beast (demon, undead) 9 Minion Controller
Assassin Imp Tiny elemental humanoid (demon) 7 Lurker
Assassin Imp Murder Lord Tiny elemental humanoid (demon) 13 Lurker
Cthalaxx Large elemental humanoid (demon) 16 Elite Soldier

Abyssal Zealot Hunter

Medium elemental humanoid (demon) · Level 6 Artillery

  • Initiative +8 Senses Perception +14; Darkvision
  • HP 58; Bloodied 29
  • AC 22; Fortitude 22, Reflex 22, Will 24 Resist 10 variable (2/encounter)
  • Speed 4, fly 8 (hover)

Actions

  • Death Tail (standard, at-will) · Necrotic
    • +27 vs AC; 3d6+8 damage, and the target takes ongoing 10 necrotic damage (save ends).
  • Abyssal Arrow (standard, at-will) · Necrotic
    • Ranged 20; +25 vs Reflex; 2d8+9 necrotic damage, and target takes ongoing 5 necrotic damage (save ends).
  • Forlorn Burst (standard, recharge on 5 or 6) · Necrotic
    • Area burst 2 within 10; +25 vs Fortitude; 1d10+9 necrotic damage, and the target is weakened (save ends).

Triggered

  • Blood Smite · Necrotic

    • When bloodied, the abyssal zealot's attacks deal an extra 2d6 necrotic damage.
  • Alignment Chaotic evil Languages Abyssal, Common Skills Arcana +21

  • Str 14 (+12) Dex 20 (+15) Wis 19 (+14) Con 22 (+16) Int 22 (+16) Cha 18 (+14)

Lesser Marilith

Large elemental humanoid (demon) · Level 14 Elite Skirmisher

  • Initiative +15, Perception+21, Darkvision
  • HP 236; Bloodied 118
  • AC 28, Fortitude 25, Reflex 27, Will 25
  • Speed 8
  • Saving Throws +2, Action Points 1

Standard Actions

  • Scimitar (weapon) · At-Will
    • Attack: Melee 2 (one creature); +19 vs. AC
    • Hit: 2d10 + 8 damage.
  • Shroud of Steel (weapon) · At-Will
    • Effect: The marilith uses scimitar twice and gains a +6 bonus to AC until the end of its turn.
  • Weapon Dance (weapon) · Recharge when first bloodied
    • Effect: The marilith uses scimitar six times. Each time it hits, the marilith can shift 1 square.

Triggered Actions

  • Hacking Blades (weapon) · At-Will
    • Trigger: An adjacent enemy misses the marilith with a melee attack.
    • Effect (Free Action): The marilith uses scimitar against the triggering enemy.
  • Variable Resistance · 3/Encounter

    • Trigger: The marilith takes acid, cold, fire, lightning, or thunder damage.
    • Effect (Free Action): The marilith gains resist 20 to the triggering damage type until the end of the encounter or until it uses variable resistance again.
  • Skills Bluff +24, Insight +21, Intimidate +24, Stealth +26

  • Str 25 (+19) Dex 28 (+21) Wis 19 (+16) Con 18 (+16) Int 14 (+14) Cha 24 (+19)
  • Alignment chaotic evil Languages Abyssal

Dread Stirge

Small elemental beast (demon) · Level 7 Lurker

  • Initiative +10 Perception+3 Darkvision
  • HP 60; Bloodied 30
  • AC 21, Fortitude 18, Reflex 20, Will 17
  • Speed 2, fly 6

Traits

  • Nimble Bloodsucker
    • While the stirge has a creature grabbed, the stirge gains a +2 bonus to AC and Reflex.

Standard Actions

  • Bite · At-Will

    • Attack: Melee 1 (one creature); +12 vs. AC. While the stirge has a creature grabbed, it can use bite only against that creature, and it hits automatically
    • Hit: 1d6 damage, and the stirge grabs the target (escape DC 16). Until the grab ends, the target takes ongoing 10 damage.
  • Alignment unaligned Languages - Skills Stealth +11

  • Str 10 (+3) Dex 16 (+6) Wis 10 (+3) Con 12 (+4) Int 1 (-2) Cha 4 (0)

Abyssal Gargoyle

Large elemental humanoid (earth) · Level 12 Lurker

  • Initiative +18 Perception+14 Darkvision
  • HP 131; Bloodied 65
  • AC 26, Fortitude 28, Reflex 24, Will 24
  • Speed 6, fly 8

Traits

  • Bloodfire (fire, necrotic, necrotic) · Aura 3
    • While the gargoyle is affected by stone form, whenever any enemy ends its turn in the aura, the gargoyle gains 10 temporary hit points and the enemy takes 10 fire and necrotic damage.

Standard Actions

  • Claw · At-Will
    • Attack: Melee 1 (one creature); +23 vs. AC
    • Hit: 2d8 + 7 damage.
  • Abyssal Bite · At-Will
    • Attack: Melee 1 (one creature); +23 vs. AC
    • Hit: 2d12 + 8 damage.
  • Lift · At-Will
    • Attack: Melee 1 (one creature); +20 vs Touch AC
    • Hit: 2d4 claw damage. Save vs Reflex or be picked up. can pick up up to 400 lbs. Every turn save vs Reflex to break free. Can lift 20 feet vertical per round. Instead of breaking free, can attack with +5.
  • Stone Form (fire, necrotic) · At-Will

    • Effect: The gargoyle gains tremorsense 10 and resist 35 to all damage until it uses a minor action to end this effect. While in this form, the gargoyle cannot take actions except to end the effect. When the gargoyle ends this effect, each enemy within 3 squares of it takes 2d10 + 10 fire and necrotic damage.
  • Skills Stealth +19

  • Str 25 (+16) Dex 21 (+14) Wis 21 (+14) Con 17 (+12) Int 5 (+6) Cha 18 (+13)
  • Alignment evil Languages Abyssal, Primordial

Gargoyle

Medium elemental humanoid (earth) · Level 9 Lurker

  • Initiative +11 Perception+12 Darkvision
  • HP 77; Bloodied 38
  • AC 23, Fortitude 21, Reflex 19, Will 19
  • Speed 6, fly 8

Standard Actions

  • Claw · At-Will
    • Attack: Melee 1 (one creature); +14 vs. AC
    • Hit: 2d6 + 5 damage.
  • Swoop Attack · At-Will
    • Effect: The gargoyle flies up to its fly speed and uses claw at the end of the move. This movement does not provoke opportunity attacks.
  • Lift · At-Will
    • Attack: Melee 1 (one creature); +10 vs Touch AC
    • Hit: 1d4 claw damage. Save vs Reflex or be picked up. can pick up up to 300 lbs. Every turn save vs Reflex to break free. Can lift 20 feet vertical per round. Instead of breaking free, can attack with +5.
  • Stone Form · At-Will

    • Effect: The gargoyle enters stone form until it ends the effect as a minor action. While in this form, it gains tremorsense 10 and resist 25 to all damage, gains 5 temporary hit points at the start of each of its turns, and cannot take actions except to end the effect. When the gargoyle ends the effect, it gains a +20 bonus to its next damage roll before the end of its next turn.
  • Skills Stealth +12

  • Str 21 (+9) Dex 17 (+7) Wis 17 (+7) Con 17 (+7) Int 5 (+1) Cha 17 (+7)
  • Alignment evil Languages Primordial

Lesser Vrock

Large elemental humanoid (demon) · Level 11 Skirmisher

  • Initiative +12, Perception+13, Darkvision
  • HP 132; Bloodied 66
  • AC 26, Fortitude 25, Reflex 23, Will 23
  • Speed 6, fly 8

Standard Actions

  • Claw · At-Will
    • Attack: Melee 2 (one creature); +16 vs. AC
    • Hit: 2d8 + 8 damage.
  • Flyby Attack · At-Will
    • Effect: The vrock flies up to its speed and uses claw once during that movement. It does not provoke opportunity attacks when moving away from the target of the attack.

Triggered Actions

  • Spores of Madness (poison) · Encounter
    • Trigger: The vrock is first bloodied.
    • Attack (Free Action): Close burst 2 (enemies in the burst); +16 vs. Will
    • Hit: 3d10 + 6 poison damage, and the target is dazed (save ends). Miss: Half damage.
  • Variable Resistance · 2/Encounter

    • Trigger: The vrock takes acid, cold, fire, lightning, or thunder damage.
    • Effect (Free Action): The vrock gains resist 10 to the triggering damage type until the end of the encounter or until it uses variable resistance again.
  • Skills Bluff +15, Insight +13

  • Str 23 (+12) Dex 19 (+10) Wis 15 (+8) Con 20 (+11) Int 12 (+7) Cha 19 (+10)
  • Alignment chaotic evil Languages Abyssal

Jachyra

Large elemental magical beast (demon, undead) · Level 12 Elite Brute

  • Iniative +15, Perception +15, Darkvision
  • HP 320, Bloodied 160
  • AC 28, Fortitude 36, Reflex 26, Will 28
  • Speed 8

Traits

  • Feeds on Pain
    • When the Jachyra is hit by any non-radiant attack, it takes only 1/4 of the damage. The rest is added to a pool of energy which is expended on its next attack. For every 2 damage in this pool, it does +1 damage on its next bite attack. Players will notice acid frothing at the mouth in excitement as this energy builds.

Standard Actions

  • Bite · At-Will
    • Attack: Melee 1;; +15 vs. AC
    • Hit: 3d8 + [energy, see Feeds on Pain] damage.
  • Claw · At-Will

    • Attack: Melee 2 (one creature); +15 vs. AC
    • Hit: 2d6 + 8 damage.
  • Str 28 (+12) Dex 25 (+10) Wis 15 (+8) Con 35 (+11) Int 6 (+0) Cha 3 (+0)

  • Alignment chaotic evil Languages Abyssal

Howler Dread Hound

Medium elemental magical beast (demon, undead) · Level 9 Minion Controller

  • Initiative +7 Perception+6 Darkvision
  • HP 1; a missed attack never damages a minion.
  • AC 23, Fortitude 22, Reflex 22, Will 21
  • Speed 8

Traits

  • Piercing Spines
    • Whenever a creature adjacent to the dread hound misses it with a melee attack, that creature takes 6 damage.

Standard Actions

  • Bite · At-Will
    • Attack: Melee 1 (one creature); +14 vs. AC
    • Hit: 6 damage, and the dread hound slides the target 1 square.
  • Dread Howl (fear, psychic) · Encounter

    • Attack: Close blast 5 (enemies in the blast); +12 vs. Will
    • Hit: 4 psychic damage, and the target grants combat advantage until the end of its next turn.
  • Str 15 (+6) Dex 17 (+7) Wis 14 (+6) Con 16 (+7) Int 5 (+1) Cha 12 (+5)

  • Alignment evil Languages understands Abyssal

Assassin Imp

Tiny elemental humanoid (demon) · Level 7 Lurker · XP 300

  • Initiative +12 Senses Perception +12; Darkvision
  • HP 63; Bloodied 31
  • AC 20; Fortitude 17, Reflex 20, Will 19
  • Resist 15 fire
  • Speed 4, fly 7 (hover)

Standard Actions

  • Razor (standard, at-will)
    • +12 vs AC; 1d4+5 damage.
  • Tail Sting (standard, at-will) · Poison
    • +12 vs AC; 1d8+5 damage, and.
    • save 18 vs Fortitude; the target takes ongoing 5 poison damage and is slowed (save ends both). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target falls asleep for 1 hour or until woken. Poison damage from this attack does not wake a sleeping creature.
  • Vanish (standard; at-will) · Illusion
    • The imp becomes invisible until the end of its next turn or until it attacks.

Triggered Actions

  • Quick Escape (immediate reaction, when first bloodied; encounter)
    • The imp uses vanish as an immediate reaction.
  • Bleed the Helpless

    • When the assassin imp attacks a sleeping or helpless target, its attack deals +2d6 damage and ongoing 5 damage (save ends).
  • Alignment Evil Languages Common, Supernal Skills Bluff +9, Stealth +13

  • Str 12 (+4) Dex 20 (+8) Wis 18 (+7) Con 15 (+5) Int 14 (+5) Cha 12 (+4)

Assassin Imp Murder Lord

Tiny elemental humanoid (demon) · Level 13 Lurker

  • Initiative +16 Senses Perception +16; Darkvision
  • HP 102; Bloodied 51
  • AC 26; Fortitude 24, Reflex 26, Will 25 Resist 20 fire
  • Speed 4, fly 7 (hover)

Standard Actions

  • Razor (standard, at-will)
    • +18 vs AC; 2d6+4 damage.
  • Tail Sting (standard, at-will) · Poison
    • +18 vs AC; 1d8+6 damage, and save 22 vs Fortitude; ongoing 10 poison damage, and the target is slowed (save ends both). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target falls asleep for 1 hour or until woken. Poison damage from this attack does not wake a sleeping creature.
  • Cut and Run (free; at-will) · Teleport
    • When the imp attacks from invisibility and hits, it can teleport 6 squares as a free action.
  • Fade Away (standard; at-will) · Illusion
    • The imp becomes invisible, and it gains the insubstantial and phasing qualities until the end of its next turn or until it attacks.

Triggered Actions

  • Quick Escape (immediate reaction, when first bloodied; encounter)
    • The imp uses fade away.
  • Bleed the Helpless

    • When the assassin imp attacks a sleeping or helpless target, its attack deals +2d6 damage and ongoing 10 damage (save ends).
  • Alignment Evil Languages Common, Supernal Skills Bluff +13, Stealth +17

  • Str 15 (+8) Dex 23 (+12) Wis 21 (+11) Con 18 (+10) Int 15 (+8) Cha 15 (+8)

Cthalaxx

Large elemental humanoid (demon) · Level 16 Elite Soldier

  • Initiative +21 Perception+21 Blindsight 10, Darkvision
  • HP 384; Bloodied 192
  • AC 32, Fortitude 27, Reflex 28, Will 27
  • Speed 4, fly 6 (hover)
  • Immune disease; Resist 15 all; Vulnerable 10 radiant (if the sibriex takes radiant damage, its sibriex horror aura is inactive until the sibriex reactivates it as a minor action).
  • Saving Throws +2; Action Points 1

Traits

  • Horror (fear, psychic) · Aura 3
    • Any enemy that ends its turn within the aura takes 15 psychic damage and is slowed until the end of its next turn.

Standard Actions

  • Chain (weapon) · At-Will
    • Attack: Melee 3 (one creature); +19 vs. AC
    • Hit: 2d12 + 8 damage, and the target is immobilized until the end of its next turn.
  • Chain Flurry · At-Will
    • Effect: uses chain twice against two different creatures.
  • Flailing Chains · Recharge on 5 or 6
    • Attack: Close burst 3 (enemies in the burst); +16 vs. Touch AC
    • Hit: 4d12 + 8 damage, and the target falls prone.
  • Bile Spout (acid) · Encounter

    • Attack: Close blast 5 (creatures in the blast); +29 vs. Fortitude
    • Hit: 2d10 + 10 acid damage, and ongoing 15 acid damage (save ends).
    • Miss: Half damage.
  • Skills Arcana +27, History +27, Intimidate +21

  • Str 23 (+19) Dex 22 (+19) Wis 26 (+21) Con 26 (+21) Int 28 (+22) Cha 17 (+16)
  • Alignment Chaotic Evil Languages Abyssal, Common, telepathy 10