Demon, Gharros

Family: Demons

Large fiend (demon), chaotic evil

Armor Class 20 (natural armor)
Hit Points 270 (20d10 + 160)
Speed 30 ft.

26 (+8) 18 (+4) 26 (+8) 18 (+4) 18 (+4) 20 (+5)

Saving Throws Constitution +13, Wisdom +9, Charisma +10
Skills Athletics +13, Perception +9, Survival +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, telepathy 120 ft.
Challenge 16 (15,000 XP)

Special Traits

  • Improved Critical. The demon’s attacks score a critical hit on a roll of 19 or 20.
  • Innate Spellcasting. The demon’s spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no material components:
  • Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The demon’s weapon attacks are magical.
  • Rampage. When the demon reduces a creature to 0 hit points with a melee attack on its turn, the demon can take a bonus action to move up to half its speed and make a halberd attack.


  • Multiattack. The demon makes three attacks: one halberd attack and two sting attacks.
  • Halberd. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage.
  • Sting. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.
  • Summon (1/day). The demon chooses what to summon and attempts a magical summoning. A gharros has a 50% chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


This hideous creature appears to be half-scorpion and half-human. Its upper torso is that of a greenish-silver humanoid with long, flowing dark hair and stark white eyes while its lower torso is that of a reddish-brown scorpion. Its tail splits into two separate stingers and the creature’s mouth is filled with razor-sharp teeth.

A gharros looks like a cross between a large human and an even larger scorpion. They serve as guards, soldiers, shock troops (and even assassins sometimes) to some of the minor nobles and lesser demon lords of the Abyss. They hate all goodness and seek to destroy it at any opportunity through whatever means available.

A gharros is about 8 feet tall and 10 feet long and weighs around 1,500 pounds.

Gharros are very aggressive in battle and seek to kill the strongest opponent first. They wield their halberd in combat and sting with their deadly tails, all the while sprinkling the fight with their innate spellcasting abilities. Unless ordered to do so, gharros never take prisoners in battle.

They fight to the death (either their death or their opponent’s).

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

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