Spawn of Alquam

Large fiend (demon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 20 ft., fly 60 ft.

12 (+1) 17 (+3) 19 (+4) 14 (+2) 16 (+3) 13 (+1)

Skills Deception +4, Perception +6, Stealth +6
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 90 ft., passive Perception 16
Languages Abyssal, telepathy 60 ft.
Challenge 6 (2,300 XP)

Special Traits

  • Ambusher. In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised.
  • Keen Sight. The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight.
  • Shadow Stealth. While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action.
  • Sneak Attack (1/Turn). The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn’t incapacitated and the spawn doesn’t have disadvantage on the attack roll.
  • Speak with Birds. The spawn of Alquam can communicate with birds as if they shared a language.


  • Multiattack. The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
  • Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  • Gloomspittle. Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.


This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green.

Demonic Servants. These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night. Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers.

Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode.

Kinship with Shadow. When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it.

Lords of Birds. Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.