Dreadguard
Large • Fiend (Devil) • Lawful Evil
Armor Class 17
Hit Points 241 (23d10 + 115)
Speed 30 ft., fly 60 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 20 (+5) | 14 (+2) | 17 (+3) | 18 (+4) |
Saving Throws Str +10, Dex +9
Skills Athletics +10, Perception +8, Intimidation +14
Damage Resistances psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 18
Languages Abyssal, Infernal, telepathy 120 ft.
CR 13 (XP 10,000, PB +5)

Magic Resistance. The dreadguard has advantage on saving throws against spells and other magical effects.
Terror Incarnate. Wisdom Saving Throw: DC 17 (with disadvantage if the target is frightened), any hostile creature that is aware of the dreadguard starting its turn in a 30-foot emanation originating from dreadguard. Failure: The target becomes paralyzed until the end of its turn.
True Fear. Creatures (except Fiends and creatures with Legendary Actions) can't be immune to being frightened of the dreadguard.
ACTIONS
Multiattack. The dreadguard makes three Claw attacks.
Claw. +10, reach 5 ft. Hit: 16 (2d10 + 5) slashing damage plus 10 (3d6) psychic damage.
Dread Pulse (Recharge 5-6). Wisdom Saving Throw: DC 17, each creature in a 60-foot emanation originating from dreadguard. Failure: 22 (5d8) psychic damage, and the target is frightened until the end of its next turn. Success: Half damage.
Dreadguard
Large • Fiend (Devil) • Lawful Evil
Armor Class 16
Hit Points 180 (19d10 + 76)
Speed 30 ft., fly 60 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 18 (+4) | 12 (+1) | 15 (+2) | 16 (+3) |
Saving Throws Str +8, Dex +7
Skills Athletics +8, Perception +6, Intimidation +11
Damage Resistances psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 16
Languages Abyssal, Infernal, telepathy 120 ft.
CR 10 (XP 5,900, PB +4)

Magic Resistance. The dreadguard has advantage on saving throws against spells and other magical effects.
Terror Incarnate. Wisdom Saving Throw: DC 15 (with disadvantage if the target is frightened), any hostile creature that is aware of the dreadguard starting its turn in a 30-foot emanation originating from dreadguard. Failure: The target becomes paralyzed until the end of its turn.
True Fear. Creatures (except Fiends and creatures with Legendary Actions) can't be immune to being frightened of the dreadguard.
ACTIONS
Multiattack. The dreadguard makes three Claw attacks.
Claw. +8, reach 5 ft. Hit: 9 (1d10 + 4) slashing damage plus 10 (3d6) psychic damage.
Dread Pulse (Recharge 6). Wisdom Saving Throw: DC 15, each creature in a 60-foot emanation originating from dreadguard. Failure: 16 (3d10) psychic damage, and the target is frightened until the end of its next turn. Success: Half damage.
Dreadguard
Large • Fiend (Devil) • Lawful Evil
Armor Class 18
Hit Points 287 (25d10 + 150)
Speed 30 ft., fly 60 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 20 (+5) | 22 (+4) | 16 (+3) | 19 (+4) | 20 (+5) |
Saving Throws Str +10, Dex +9
Skills Athletics +11, Perception +9, Intimidation +15
Damage Resistances psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 19
Languages Abyssal, Infernal, telepathy 120 ft.
CR 16 (XP 15,000, PB +5)

Magic Resistance. The dreadguard has advantage on saving throws against spells and other magical effects.
Terror Incarnate. Wisdom Saving Throw: DC 18 (with disadvantage if the target is frightened), any hostile creature that is aware of the dreadguard starting its turn in a 30-foot emanation originating from dreadguard. Failure: The target becomes paralyzed until the end of its turn.
True Fear. Creatures (except Fiends and creatures with Legendary Actions) can't be immune to being frightened of the dreadguard.
ACTIONS
Multiattack. The dreadguard makes three Claw attacks.
Claw. +11, reach 5 ft. Hit: 22 (3d10 + 6) slashing damage plus 10 (3d6) psychic damage.
Dread Pulse (Recharge 5-6). Wisdom Saving Throw: DC 18, each creature in a 60-foot emanation originating from dreadguard. Failure: 27 (6d8) psychic damage, and the target is frightened until the end of its next turn. Success: Half damage.
REMARKS
When you use this creature, you can replace the Dread Pulse action with one of the following abilities to switch up the encounters:
| D4 | ABILITY |
|---|---|
| 1 | Frightening Stare (Recharge 4-6). Wisdom Saving Throw: DC 17, one creature within 90 feet of the dreadguard that can see it. Failure: 18 (4d8) psychic damage, and the target becomes frightened until the start of the dreadguard’s next turn. |
| 2 | Threatening Command (Recharge 4-6). Wisdom Saving Throw: DC 17, one creature within 120 feet of the dreadguard that can hear it. Failure: The target must use its reaction to move up to its towards the dreadguard and then becomes frightened until the start of the dreadguard’s next turn. |
| 3 | Horrifying Howl (Recharge 5-6). Wisdom Saving Throw: DC 17, each creature in a 30-foot cone. Failure: The target becomes frightened until the start of the dreadguard’s next turn. While frightened this way, the target falls prone and can’t stand up. |
| 4 | Terror Jaunt (Recharge 5-6). Wisdom Saving Throw: DC 17, one creature within 60 feet of the dreadguard that can see it. Failure: The target becomes frightened until the start of the dreadguard’s next turn. Failure or Success: The dreadguard teleports to unoccupied space within 5 feet of the target. |
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.
