Hell Peon

Small • Fiend (Devil) • Lawful Evil

Armor Class 12

Hit Points 10 (3d6)

Speed 30 ft., climb 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
12 (+1)14 (+2)10 (+0)13 (+1)12 (+1)9 (-1)

Skills Athletics +3, Investigation +3, Sleight of Hand +4

Gear smith's tools, tinkerer's tool

Senses darkvision 60 ft., passive Perception 11

Languages Common, Infernal

CR 1/4 (XP 50; PB +2)

A small demonic creature with dark purple skin, glowing orange eyes, and a mischievous grin as it tinkers with a device.

Tool Proficiency. The peon makes an ability check using a tool; it can add its Proficiency Bonus to the check.

Trap Expert. The peon has advantage on checks to find and disarm traps. Additionally, it can discern the status and timer of a Hellish Contraption and doesn't trigger it by entering its space.

ACTIONS

Cog. Melee or Ranged Weapon Attack: +4, reach 5 ft. and range 20/40 ft. Hit: 4 (1d6 + 2) bludgeoning damage.

Hellish Contraption (2/Day). The peon creates a contraption in an unoccupied space within 5 feet of it. The space becomes difficult terrain as long as the contraption is there. As part of this action, the peon can arm the trap. While the contraption is armed, it triggers when a creature enters its space, and the creature is subjected to the following effect. Dexterity Saving Throw: DC 12. Failure: 5 (2d4) piercing damage and the target is restrained (escape DC 12). Failure or Success: The contraption is triggered and can't force the save again until it is rearmed.

BONUS ACTIONS

Arm Contraption. The peon arms a triggered or unarmed contraption within 5 feet of it. It can also add a timer of up to 10 rounds, after which it explodes and is destroyed. Constitution Saving Throw: DC 12, each creature in a 5-foot emanation originating from the contraption. Failure: 7 (2d6) force damage. Success: Half damage. Failure or Success: The contraption is destroyed.

Hell Peon

Small • Fiend (Devil) • Lawful Evil

Armor Class 11

Hit Points 5 (2d6 - 2)

Speed 30 ft., climb 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
10 (+0)12 (+1)9 (-1)11 (+0)10 (+0)7 (-2)

Skills Athletics +2, Investigation +2, Sleight of Hand +3

Gear smith's tools, tinkerer's tool

Senses darkvision 60 ft., passive Perception 10

Languages Common, Infernal

CR 0 (XP 10; PB +2)

A small demonic creature with dark purple skin, glowing orange eyes, and a mischievous grin as it tinkers with a device.

Tool Proficiency. The peon makes an ability check using a tool; it can add its Proficiency Bonus to the check.

Trap Expert. The peon has advantage on checks to find and disarm traps. Additionally, it can discern the status and timer of a Hellish Contraption and doesn't trigger it by entering its space.

ACTIONS

Cog. Melee or Ranged Weapon Attack: +3, reach 5 ft. and range 20/40 ft. Hit: 2 bludgeoning damage.

Hellish Contraption (1/Day). The peon creates a contraption in an unoccupied space within 5 feet of it. The space becomes difficult terrain as long as the contraption is there. As part of this action, the peon can arm the trap. While the contraption is armed, it triggers when a creature enters its space, and the creature is subjected to the following effect. Dexterity Saving Throw: DC 11. Failure: The target is restrained (escape DC 11). Failure or Success: The contraption is triggered and can't force the save again until it is rearmed.

BONUS ACTIONS

Arm Contraption. The peon arms a triggered or unarmed contraption within 5 feet of it.

Hell Peon

Small • Fiend (Devil) • Lawful Evil

Armor Class 13

Hit Points 10 (3d6)

Speed 30 ft., climb 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
14 (+2)16 (+3)12 (+1)14 (+2)14 (+2)9 (-1)

Saving Throws Dex +5

Skills Athletics +4, Investigation +4, Sleight of Hand +5

Gear smith's tools, tinkerer's tool

Senses darkvision 120 ft., passive Perception 12

Languages Common, Infernal

CR 2 (XP 450; PB +2)

A small demonic creature with dark purple skin, glowing orange eyes, and a mischievous grin as it tinkers with a device.

Tool Proficiency. The peon makes an ability check using a tool; it can add its Proficiency Bonus to the check.

Trap Expert. The peon has advantage on checks to find and disarm traps. Additionally, it can discern the status and timer of a Hellish Contraption and doesn't trigger it by entering its space.

ACTIONS

Cog. Melee or Ranged Weapon Attack: +5, reach 5 ft. and range 20/40 ft. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d8) fire damage.

Hellish Contraption (3/Day). The peon creates a contraption in an unoccupied space within 5 feet of it. The space becomes difficult terrain as long as the contraption is there. As part of this action, the peon can arm the trap. While the contraption is armed, it triggers when a creature enters its space, and the creature is subjected to the following effect. Dexterity Saving Throw: DC 12. Failure: 10 (3d6) piercing damage and the target is restrained (escape DC 12). Failure or Success: The contraption is triggered and can't force the save again until it is rearmed.

BONUS ACTIONS

Arm Contraption. The peon arms a triggered or unarmed contraption within 5 feet of it. It can also add a timer of up to 10 rounds, after which it explodes and is destroyed. Constitution Saving Throw: DC 12, each creature in a 5-foot emanation originating from the contraption. Failure: 18 (4d8) force damage. Success: Half damage. Failure or Success: The contraption is destroyed.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.