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Large fiend, neutral evil

Armor Class 14 (natural armor)
Hit Points 202 (15d10 + 120)
Speed 30 ft.

23 (+6) 8 (-1) 27 (+8) 10 (+0) 10 (+0) 13 (+1)

Saving Throws Cha +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities exhaustion, petrified
Senses darkvision 90 ft., passive Perception 10
Languages Abyssal, Common, Infernal, telepathy 120 ft.
Challenge 14 (11,500 XP)


  • Limited Magic Immunity. The magdalene can’t be affected or detected by spells of 5th level or lower unless it wishes to be. If also can’t be sent to another plane of existence or teleported unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
  • Magic Weapons. The magdalene’s weapon attacks are magical.


  • Multiattack. The magdalene makes three melee attacks: two with its fists and one to crush.
  • Crush. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or fall prone. Then, each maggot within 5 feet of the target can use its reaction to make a melee attack to hit the target. If at least one maggot hits and at least three maggots used their reactions (whether more than one hit or not), the target is grappled by all the maggots that used their reactions. The DC to escape the grapple equals 13 + number of grappling maggots; success on the ability check to escape the grapple frees the target from all maggots. Until the grapple ends, the target is restrained and blinded, and the grappling maggots can’t attack other targets.
  • Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  • Thrown Maggot. There must be a void maggot within 5 feet of the magdalene for it to use this attack. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage and the thrown maggot lands in the nearest unoccupied space to the target.
  • Conjure Maggots (Recharge 6). The magdalene magically summons 6 howling maggots (page 207) that appear in unoccupied spaces within 30 feet. Roll initiative for the maggots as a group, which has its own turns.


  • Maggot Ward. When the magdalene is hit by an attack from a creature it can see, it chooses a void maggot within 5 feet to be hit instead. The magdalene can use this reaction even if it has already used its reaction this round.


A magdalene is little more than a mobile gateway for the spawning of void maggots. It roams anywhere its legions or Archlord needs it, leaving maggots in its wake like a festering plague. It seeks to sate its incredible hunger by devouring all those who stand in its path so it can conjure more maggots to blanket the earth. This fourth-circle fiend generally prefers to lead from the rear, keeping as many minions between it and enemies as possible.

Surrogate Doomgate. The magdalene functions like a supplemental Doomgate, limited to allowing void maggots and similarly minor fiends to travel through it. This magic makes it extremely dangerous if left unchecked, because it can swell an invading fiend army’s common infantry quickly.

Sanguine Sense. Because of the magdalene’s exceptional similarity and connection to its Doomgate, it can detect any creature with a Sanguine Ward within 6 miles.

Legions. Magdalene fiends typically serve as generals of the Hades, Pandemonium, and Sheol legions.

This creature resembles an immense, grotesque human woman. Mutated, writhing flesh sags from her body and arms hang almost to the ground around her cracked hooves.

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Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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