As with all the Great Evils, Andariel was spawned from one of the seven heads of Tathamet. She controlled the Realm of Anguish in Hell. She was considered to be a close confidante of Diablo.
Multiattack. Andariel makes three attacks: one with her Claws and two with her Talons.
Claws. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 7 (2d6) poison damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Poison Spray (Recharge 5-6). Andariel expels poisonous gas from her hands in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Each creature that failed the saving throw is poisoned for 2 rounds. If the creature if healed through magical means, they cease being poisoned.
In life, Moreina was a captain of the Rogues in the battle against Diablo at Tristram, she, along with the Sorcerer Jazreth, joined forces with the Warrior Prince Aidan to penetrate the depths of the labyrinth and slay the Lord of Terror himself. Akara explains that she felt Moreina brought an evil influence back with her, and that influence eventually led to Moreina's corruption into the evil Blood Raven by Andariel. Blood Raven has long black hair and wears blood red and leather armor that is black as the night sky.
Martial Advantage. Once per turn, Blood Raven can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Blood Raven that isn't incapacitated.
Multiattack. Blood Raven makes two attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 9 (2d6+2) piercing damage.
Summon Dead (Recharge 4-6).
You return a dead skeleton or zombie within 20ft to life. The creature returns to life with half its original hit points. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking its head, for instance—the spell automatically fails. Upon Blood Raven's death, the Summoned Dead will die.
The Countess once ruled from a castle in the Black Marsh. It is said that she bathed in the rejuvenating blood of a hundred virgins, but was buried alive. It is believed that her fortune was divided up among the clergy, but that some of it remained in the tower.
Regeneration. The Countess regains 7(2d6) hit points at the start of its turn if it has at least 1 hit point and isn't in sun light or running water. If the Countess takes radiant damage or damage from holy water, this trait doesn't function at the start of the Countess's next turn.
Spider Climb. The Countess can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The Countess makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the Countess can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Countess, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Countess regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Children of the Night (1/Day). The Countess magically calls 2d4 swarms of bats or rats (See page 338/340), provided that the sun isn't up. The called creatures arrive in 1d4 rounds , acting as allies of the Countess and obeying her spoken commands. The beasts remain for 1 hour, until the Countess dies, or until the Countess dismisses them as a bonus action.
Vampire Weaknesses. The Countess has the following flaws:
Forbiddance. The Countess can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.'The Countess takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The Countess is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The Countess takes 20 radiant damage when it starts its turn in sun light. While in sunlight, it has disadvantage on attack rolls and ability checks.
Griswold spent the early years of his life in the Barbarian's city of Harrogath. With no rage in his blood he turned to Light and became a great Paladin standing nearly eight feet tall. It is thought by many that Griswold has giants blood in him although no giants have been seen for a millennium. In his old age Griswold put down the sword in trade for a smithing hammer, not that he still doesn't bear the strength of his youth...
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Smith's Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Lunge (1/day). As a reaction, when Griswold is targeted for an attack, he may immediately move 20ft and has a +15 bonus to AC against the triggering attack.
Rakanishu, Lord of the Fallen is a particularly brutal Fallen, both feared and respected among his own kind. Driving his minions into a frenzy, Fallen could often be heard screaming his name as they rushed headlong into their deaths.
Sunlight Sensitivity. While in sunlight, the Fallen has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Lightning Aura. All opponent creatures within 30 ft. of Rakanishu must succeed an DC constitution or Dexterity check of 12 or suffer 1d6 lightning damage. Roll the DC check on Rakanishu's turn.
Death Burst. When Rakanishu dies, he explodes in a burst of blood and bone. Each creature within 5 feet of him must make a DC 11 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Multiattack. Rakanishu makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) lightning damage.
While all of the dark beasts who reside withing the Monastery are dangerous, the Overlord who guards the Malus is particularly brutal. Known as The Smith, this vile craftsman now uses the power of the Malus to create weaponry for the minions of Diablo.
Berserk. Whenever the Smith starts its turn with 30 hit points or fewer, roll a d6. On a 6, the Smith goes berserk. On each of its turns while berserk, the Smith attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Smith attacks an object, with preference for an object smaller than itself. Once the Smith goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form.The Smith is immune to any spell or effect that would alter its form.
Magic Resistance.The Smith has advantage on saving throws against spells and other magical effects.
Magic Weapons.The Smith’s weapon attacks are magical.
Multiattack.The Smith makes two Smash attacks with its smithing hammer.
Smash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Slow (Recharge 6).The Smith targets up to three creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 4 rounds. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.