Underhell Elemental

Huge fiend, lawful evil

Armor Class 17 (natural armor)
Hit Points 170 (20d12 + 40)
Speed 40 ft., fly 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 19 (+4)

Skills Arcana +7, Deception +9, Persuasion +9
Saving Throws Con +7, Wis +6
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, telepathy 120 ft.
Challenge 14 (11,500 XP)

SPECIAL TRAITS

  • Limited Magic Immunity. The Underhell elemental can’t be detected or located by spells of 5th level or lower unless it wishes to be. It can be affected otherwise by spells of any level, but it has advantage on saving throws against all spells and magical effects.
  • Magic Weapons. The Underhell elemental’s weapon attacks are magical.
  • Whispers of Unmaking. As a bonus action, the Underhell elemental targets up to three willing creatures it can see within 90 feet (which can include itself). Each target becomes magically invisible for as long as the elemental concentrates (as if concentrating on a spell), up to 1 hour, although the elemental’s whispers reveal its own location. The invisibility ends on that creature if the creature attacks. While invisible, the target can move through other creatures and objects as though they were difficult terrain. The target takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

  • Multiattack. The Underhell elemental makes two claw attacks. It then uses either Kiss or Entrancing Hum.
  • Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the Underhell elemental doesn’t already have two other creatures grappled.
  • Entrancing Hum. The Underhell elemental hums a magical tune. Non-fiend creatures within 500 feet of the Underhell elemental that can hear the hum must each succeed on a DC 17 Wisdom saving throw or be charmed until the hum ends. The hum continues only as long as the elemental concentrates (as if concentrating on a spell). A charmed target is incapacitated and can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. The charm ends when the target is damaged or an ally uses an action to shake the target. A target that successfully saves is immune to the Underhell elemental’s hum for 24 hours.
  • Kiss. The Underhell elemental kisses a creature charmed by it or that it has grappled. The target must make a DC 17 Charisma saving throw against this magical kiss, taking 59 (10d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.

ABOUT

Rather than the common elements of air, earth, fire, and water, fiendish elementals consist of far more horrifying building blocks: bone, gristle, hellfire, iron, and others. The Underhell elemental is a horrid combination of these: a towering figure with a lower body like a soggy flood of dripping gore and an upper body that resembles a hunched humanoid with gangly arms and enormous, fleshy wings. These wings part across the Underhell elemental’s upper back to reveal rows of shiny, perfect teeth in a leering smile: these are no ordinary wings but massive lips that burden the creature with their ungainly size and weight. Although the Underhell elemental’s protruding face can express rudimentary emotion-such as menace or grim amusement-it speaks from the enormous lips on its back.

Nightmare Whispers. The Underhell elemental’s massive mouth can hum tuneless noises that captivate mortals, or else utter words that distort reality and physically unmake itself or other allies for a short time. Creatures that are unmade become invisible and can pass through solid objects and creatures with effort, but can still be heard. While the Underhell elemental is unmade, it compulsively emits a shushing noise. The fiends often use this invisibility to stage ambushes and to gather information they can exploit to bring down enemy leaders.

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

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