Mogrl, Lesser

Huge fiend, chaotic evil

Armor Class 20 (natural armor)
Hit Points 310 (27d12+135)
Speed 40 ft., fly 120 ft.

27 (+8) 16 (+3) 21 (+5) 20 (+5) 19 (+4) 17 (+3)

Skills Arcana +11, Athletics +14, Deception +9, History +11, Perception +10, Religion +11
Saving Throws Str +14, Dex +9, Con +11, Wis +10
Damage Immunities poison, fire
Condition Immunities poisoned
Damage Resistances acid, cold, bludgeoning, piercing, and slashing damage from non-magical weapons
Senses darkvision 120 ft., truesight 30 ft., passive Perception
Languages Common, Infernal
Challenge 20 (25,000 XP)


  • Frightful Presence. Any creature hostile to the mogrl in a 50 ft. radius must make a Charisma save (DC 19) or immediately become frightened. The target can repeat the save at the end of their turn, removing the condition on a success. Anyone who makes a save against this power is immune to the frightful presence for 24 hours.
  • Magic Resistance. The mogrl has advantage on saving throws against spells and other magical effects.
  • Magical Attacks. All of a mogrl’s melee attacks are considered magical.
  • Innate Spellcasting. The mogrl’s spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The mogrl can innately cast the following spells, requiring no material components.


  • Multiattack. The mogrl can strike twice with its claws or sword, once with its bite, and once with its tail.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) slashing damage.
  • Greatsword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (6d6+8) slashing damage.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (3d6+8) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
  • Fire Breath (Recharge 6). The mogrl breaths fire in a 30 ft. cone. All creatures within this area must make a Dexterity save (DC 19), taking 55 (10d10) fire damage and suffering the blinded condition until the end of their next turn on a failed save, or half damage and no blindness on a successful one.
  • Sonic Breath (Recharge 6). The mogrl hurls a line of concentrated, magical sound in a line up to 60 feet long, striking one target. The target must make a Constitution save (DC 20), taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one. In addition, if the target fails the spell, they are affected as if they were hit by a dispel magic spell. The dispel is so powerful, it can even temporarily affect magic items. Treat common and uncommon items as 4th level spells, rare and very rare items as 7th level spells, and legendary items as 9th level spells. The mogrl uses intelligence on its checks to dispel all spells and items on the character. A permanent item that is dispelled is not permanently destroyed and regains its power after one hour.


The mogrl is a huge creature, standing roughly 25 feet high. They are powerfully built and muscular. Their flesh and hair are dark-hued, reds, browns, and blacks. Like their master, their legs are triple jointed, and they stand upon cloven hooves. Fur covers the beast’s lower quarters from its waist to its hooves. Their torsos are hairless but for their bony spines, which are covered in spike-like hair, usually white or gray in color. Their spines connect to a long barbed tail, similarly rigid with spine and hair. Their hands, with long fingers, have retractable claws. They have massive bat-like wings that sprout from their backs. Their necks and shoulders are thick, with massive sinews, all to sport the head of bone that crowns the mogrl’s fierce visage. Rising from the neck is its wide, horned head. The creature’s snout is thick; folds of leathery flesh hang from its jowls and surround its beady eyes. A wide plate of ashen bone, upon which are mounted two, sometimes three great horns, crowns the creature’s head. These huge creatures emanate fear and hate and the smell of blight precedes their shadowed form.

True Lords of Evil. The mogrl are rare demonkind. They are solitary creatures, very powerful and intelligent. They are divergent in personality. Some are possessed of tremendous power and lord over hordes of servants, others dwell in solitude. They are wicked, cruel, and avaricious.

Cruel Attacker. The mogrl are very aggressive and attack quickly and without warning or recourse to negotiation. They can fight on the ground or while flying and can take multiple attacks each round, swinging their weapon as well as striking with their tail, etc. When doing so, their favorite tactic is to hover over their opponent while striking with claws/weapon, tail, and a horrific bite. The Greater mogrl will unleash their mightiest magic before closing to finish the job.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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