Cocytus Buzzer — The Venomous Herald of the Nine Hells
“The Cocytus Buzzer: a dog-sized hellfly that explodes in acid and secretly transmits your darkest secrets to the Lord of Flies.”

“Where the air thickens with brimstone and silence is forbidden, you may hear it—wings like razors, and that infernal hum. It sees you. It knows.” — Elmira Voss, Infernal Naturalist
The Cocytus Buzzer resembles a grotesquely oversized fly, roughly the size of a small dog, with a chitinous body mottled in blistered black and sickly green. Its skin is dotted with twitching, pus-filled pustules that glow faintly with infernal bile. Translucent wings beat in an unnatural rhythm, creating a constant, low droning sound. Its many eyes glisten with an oily sheen, always watching, always recording. Its fanged proboscis drips with corrosive acid that hisses on contact with flesh or metal.
Behavior
Cocytus Buzzers are stealthy, cunning, and almost entirely silent—aside from the constant buzzing that emanates from their wings. Despite their insectile form, they act with unsettling intent. They prefer to remain hidden, watching and listening for secrets, conversations, deals, or betrayals that might interest their infernal master. When detected or cornered, they use speed and confusion to escape rather than engage directly. Only when desperate will they bite, releasing a mouthful of sizzling acid before attempting to flee.
Habitat
Native to the Nine Hells, particularly the frigid, whispering wastes of Cocytus, these fiendish insects dwell in crumbling citadels, ancient ruins, and the crevices of infernal fortresses. However, powerful devils have been known to send them into the Material Plane via infernal contracts or summoning rituals to spy on mortals of interest—especially warlocks, cultists, or traitorous devils.
Modus Operandi
Acting as the literal eyes and ears of Beelzebub, the Cocytus Buzzer collects forbidden knowledge, secrets, and intelligence. It listens, observes, and transmits information via the rhythmic beating of its wings—an arcane frequency attuned to infernal receivers or nearby buzzers. If it is slain before delivering its message, it self-destructs in a burst of acid. If another buzzer is within range, the information is “passed on” moments before detonation, continuing the relay until it reaches its intended source.
Motivation
Each buzzer is bound by unshakable loyalty to Beelzebub, Lord of Flies, but not without a spark of ambition. These creatures vie to be the first to bring back significant secrets, hoping to earn favor, recognition, or ascension within their twisted hierarchy. This creates a strange culture of rivalry among them—solitary by design, but desperate for infernal accolades. Their ultimate reward: to be reborn as a greater fiend, fused with the knowledge they’ve gathered.
Cocytus Buzzer 5e
Cocytus Buzzer, Pathfinder
Cocytus Buzzer 3.5
Cocytus Buzzer

Small Fiend (Devil), Lawful Evil
“Where silence is forbidden, it listens. Where secrets are whispered, it waits. Where you think you’re alone… it buzzes.”
— Elmira Voss, Infernal Naturalist
Armor Class 17 (natural armor)
Hit Points 45 (6d6 + 24)
Speed 40 ft., fly 60 ft. (good)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 20 (+5) | 18 (+4) | 6 (−2) | 12 (+1) | 8 (−1) |
Saving Throws Dex +8, Con +7, Wis +4
Skills Stealth +9, Perception +4, Insight +4, Investigation +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Infernal and Common but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Infernal Espionage
The Cocytus Buzzer has advantage on Intelligence (Investigation) and Wisdom (Insight) checks made to uncover secrets, detect lies, or analyze hidden information. It can read lips and has perfect recall of anything it has seen or heard in the last 7 days.
Magic Resistance
The buzzer has advantage on saving throws against spells and other magical effects.
Buzzing Wings (Recharge 5–6)
The buzzer beats its wings in a mind-jarring pattern. Each creature within 20 feet that can hear it must succeed on a DC 14 Wisdom saving throw or suffer the following effects until the end of its next turn:
- Disoriented: The creature has disadvantage on attack rolls and ability checks.
- Disrupted Casting: If the creature is concentrating on a spell, it must succeed on a DC 14 Constitution saving throw or lose concentration.
The buzzer can suppress this effect as a bonus action to remain undetected.
Pass It On (1/Day)
When the Cocytus Buzzer drops to 0 hit points, it may immediately transmit all the information it has gathered to another Cocytus Buzzer within 300 feet. The receiving buzzer emits a high-pitched, unmistakable drone, revealing its location to any creature within 60 feet. If no other buzzer is in range, the information is lost.
Actions
Multiattack
The Cocytus Buzzer makes two attacks: one with Acidic Bite and one with Buzz Slash.
Acidic Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage.
The target must succeed on a DC 13 Constitution saving throw or take an additional 3 (1d6) acid damage at the start of its next turn.
Buzz Slash
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) slashing damage.
The target cannot take reactions until the start of its next turn as its senses are overwhelmed by harmonic dissonance.
Death Throes (When reduced to 0 hit points)
The Cocytus Buzzer explodes in a spray of caustic bile. Each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much on a success.
Tactics
- Infiltration First: Cocytus Buzzers avoid direct combat. They observe from shadows or above, using Buzzing Wings only to escape or disorient pursuers.
- Caster Killers: If forced to fight, they target spellcasters and high-value targets first, especially those guarding secrets.
- Relentless Relay: When death is near, they attempt to trigger Pass It On, ensuring Beelzebub’s network stays informed.
- Swarm Deployment: Multiple buzzers rarely act together, but if they do, they stagger their buzzing for a strobe-like mental assault.
Encounter Hooks
- The Whispers of Hell: A noble is being watched by an unseen force. The party must locate and eliminate the Cocytus Buzzer without alerting the Nine Hells.
- Hell’s Relay Race: The players are tasked with retrieving infernal intelligence before a Cocytus Buzzer escapes with it.
- Buzz in the Brain: A wounded buzzer has fused its last thoughts into a PC’s mind. Now the devils are coming for both.
Cocytus Buzzer

You see walking on the ground a disgusting creature. It appears to be a fly the size of a small dog. Pulsating pustules dot its body, giving you the feeling it can explode at any moment
Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.
Cocytus Buzzers serve their master as his eyes and ears throughout Hell. The scour the Nine Hells gathering information to bring back to the Lord of Flies. Though, the buzzers are often destroyed before making it back, some make it back with important messages and even secrets. However, buzzers have a unique ability to pass the message to other buzzers. This is rare, as the buzzers often work alone and far away from other buzzers, since each one hopes to gather the best secret and win their master’s affection.
Cocytus buzzers stand 3 ft. tall at the shoulder and weigh 35 pounds. They speak Infernal and a little Common.
Cocytus Buzzer | |
Small outsider (evil, extraplanar, lawful) | |
HD | 5d8 + 5 (27 hp) |
Initiative | +12 |
Speed | 40 ft., Fly 60 ft. (good) |
AC | 21 (+8 Dexterity, +2 natural, +1 size) touch 19, flat-footed 13 |
BAB/ Grapple | +5/+2 |
Attack | Bite +7 melee (1d6+1 plus 1d6 acid) |
Full attack | Bite +7 melee (1d6+1 plus 1d6 acid) |
Space/reach | 5ft./5ft. |
Special attacks | Acidic bite, buzzing, death throes |
Special qualities | Darkvision 60 ft., DR 5/good, immunity to acid, fire, and poison, pass it on, SR 12 |
Saves | Fort +5, Ref +12, Will +4 |
Abilities | Strength 12, Dexterity 26, Constitution 13, Intelligence 6, Wisdom 10, Charisma 8 |
Skills | Escape Artist +16, Gather Info +22, Hide +20, Listen +8, Search +6, Spot +8 |
Feats | Dodge, Improved Initiative |
Environment | 9 Hells of Hell |
Organization | Solitary or group (5-15) |
CR | 4 |
Treasure | Nothing |
Alignment | Lawful Evil |
Advancement | 6-15 HD (small) |
Combat
Cocytus rarely fight, preferring to flee at the first sign of trouble. If forced to fight, will activate their buzzing ability to distract their foes enough to escape with any information they have learned.
Acidic Bite (Ex): A Cocytus buzzer’s teeth constantly drip with acid, thus, they deal an extra 1d6 acid damage whenever they bite a creature.
Buzzing (Ex): A Cocytus buzzer is constantly producing a distracting buzzing sound when it beats its wings. Creatures who attack it in melee combat must first succeed a Will save DC 13 or become distracted taking a -3 penalty to attack rolls. A Cocytus buzzer can stop the buzzing as a free action in order to spy. DC is Constitution-based.
Death Throes (Ex): When a Cocytus buzzer dies, it explodes in a 15 ft. radius of acid. The acid deals 4d6 points of acid damage to all within range. Reflex save DC 13 halves damage. DC is Constitution-based.
Pass it On (Su): Right before a buzzer explodes it sends out information that it has gained through the beating of their wings, in hopes of their info reaching Beelzebub. Any other buzzer within 300 ft. of the dying buzzer automatically learns what they learned. If a buzzer does learn the info, they produce a buzzing noise signifying the message has been received (but doing this gives away their exact location). If there are no buzzers within range, then the message goes unheard.
Skills: Cocytus buzzers gain a +15 racial bonus on Gather Info skill checks.
Cocytus Buzzer

Small outsider (evil, extraplanar, lawful)
Hit Dice: 5d8+5 (27 hp)
Initiative: +8
Speed: 40 ft., fly 60 ft. (good)
Armor Class: 21 (+8 Dex, +2 natural, +1 size), touch 19, flat-footed 13
Base Attack/Grapple: +5/+2
Attack: Bite +7 melee (1d6+1 plus 1d6 acid)
Full Attack: Bite +7 melee (1d6+1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic bite, buzzing, death throes, pass it on
Special Qualities: Darkvision 60 ft., damage reduction 5/good, immunity to acid, fire, poison; spell resistance 12, pass it on
Saves: Fort +5, Ref +12, Will +4
Abilities: Str 12, Dex 26, Con 13, Int 6, Wis 10, Cha 8
Skills: Escape Artist +16, Gather Information +22, Hide +20, Listen +8, Search +6, Spot +8
Feats: Dodge, Improved Initiative
Environment: Nine Hells
Organization: Solitary or gang (5–15)
Challenge Rating: 4
Treasure: None
Alignment: Lawful Evil
Advancement: 6–15 HD (Small)
Description
This grotesque, fly-sized creature resembles a fly the size of a small dog, its bloated body marked by pulsating pustules that threaten to explode at any moment. Cocytus Buzzers serve as the master’s relentless spies, scouring the Nine Hells to collect secrets and relay information to their infernal master, the Lord of Flies.
Combat
Cocytus Buzzers rely on stealth, distraction, and cunning rather than brute force.
Acidic Bite (Ex): The buzzer’s bite deals an extra 1d6 acid damage as its fangs drip corrosive acid.
Buzzing (Ex): The buzzer emits a distracting buzz while flying. Melee attackers must succeed on a DC 13 Will save or suffer a –3 penalty on attack rolls until their next turn. The buzzer can cease buzzing as a free action to move silently when spying.
Death Throes (Ex): When reduced to 0 hit points, the buzzer explodes in a 15-foot radius of acid, dealing 4d6 acid damage (Reflex DC 13 half).
Pass It On (Su): Upon death, the buzzer transmits all gathered information to another buzzer within 300 feet. The receiving buzzer signals receipt with a distinct buzz, revealing its location.
Tactics
Buzzers avoid direct combat whenever possible, instead using their buzzing to disrupt foes and make a quick getaway. They prioritize targeting spellcasters and sentries to gain intelligence. When cornered and dying, they unleash their death throes and attempt to pass on vital information to nearby kin.