Demon, Cresil the Impure, Lord of Filth and Decay
“Meet Cresil the Impure: The grotesque demon lord who rules a hellish trash heap and delights in the screams of the damned!”

Cresil the Impure is a grotesque and horrifying demon lord from the depths of the Abyss, known for his insatiable lust for decay, filth, and suffering. Towering at 13 feet, his bloated, blubber-filled body is covered in layers of refuse, with bits of human remains, waste, and vermin clinging to his flesh. His appearance is a nightmarish amalgamation of decay, as his form is infested by quasits and vermin feasting on his filth.
Cresil rules over a vile and chaotic domain—an ever-shifting trash heap of writhing souls, vermin, and unholy matter. The very air is filled with the sounds of agony as centipedes, spiders, and worms crawl over the bodies of the damned, and his maddening laughter echoes with each new horror that spawns.
Cresil the Impure, a demon lord serves as the embodiment of degradation and excess. With no interest in the politics of the Abyss or the war between demons and devils, Cresil stands apart from other demon lords, delighting in his own isolated domain of rot and torment. His layer is a dismal wasteland of filth, a ziggurat of suffering where souls are trapped in endless torment.
Cresil’s purpose is not power through conquest or alliances but through the pure enjoyment of corruption and degradation. His realm thrives on chaos and suffering, with the demon lord taking pleasure in the grotesque and the depraved. Cresil’s actions are driven by an overwhelming lust for destruction—he desires to spread decay, both physical and spiritual, wherever he goes.
Despite his role as a demon lord, Cresil has little interest in expanding his influence or amassing followers. Instead, he seeks to revel in the suffering of those who find their way into his domain, using mortals and demons alike as toys for his sick whims. When mortals worship him, they often become little more than objects for his cruelty, with no guarantees that their bargains will be honored. Cresil’s true purpose is to perpetuate his own vile existence by spreading filth, disease, and despair. What he ultimately hopes to achieve is the continuation of his own twisted reign—a realm where suffering knows no bounds, and decay becomes the very essence of existence.
Cresil the Impure 5e
Cresil the Impure Pathfinder
Cresil the Impure

Demon Lord, Chaotic Evil
Challenge Rating: 24 (62,000 XP)
Armor Class: 22 (Natural Armor)
Hit Points: 525 (30d12+240)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 20 (+5) | 26 (+8) | 25 (+7) | 24 (+7) | 30 (+10) |
Saving Throws:
Dex +13, Con +16, Wis +15, Cha +18
Skills:
Intimidation +16, Perception +15, Religion +15, Stealth +13
Damage Resistances: Cold, Fire, Lightning, Poison
Damage Immunities: Acid, Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 25
Languages: All languages, telepathy 120 ft.
Challenge Rating: 24 (62,000 XP)
TRAITS
Aura of Weakness.
- Aura. Creatures within 30 feet of Cresil the Impure must make a DC 25 Wisdom saving throw at the start of their turn or suffer the Fatigued condition for 1 minute. A creature that succeeds on this saving throw is immune to this effect for 24 hours. Fatigued creatures have disadvantage on ability checks, attack rolls, and saving throws that require Strength, Dexterity, or Constitution.
Pestilential Stench.
- Aura. Any creature that starts its turn within 30 feet of Cresil must make a DC 25 Constitution saving throw or be Sickened for 1 minute. While sickened, creatures have disadvantage on attack rolls and ability checks. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regeneration.
- Cresil regains 30 hit points at the start of his turn if he has at least 1 hit point. If Cresil takes radiant damage or damage from a Good-aligned creature, this trait doesn’t function at the start of his turn.
Legendary Resistance (3/Day).
- If Cresil fails a saving throw, he can choose to succeed instead.
Spellcasting (Charisma-based).
- Cresil is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He has the following spells prepared:
- Cantrips (at will): Thaumaturgy, Toll the Dead, Eldritch Blast, Prestidigitation
- 1st level (4 slots): Inflict Wounds, Command, Unholy Smite
- 2nd level (3 slots): Blight, Darkness, Mirror Image
- 3rd level (3 slots): Animate Dead, Counterspell, Bestow Curse
- 4th level (3 slots): Greater Invisibility, Blasphemy, Phantasmal Killer
- 5th level (3 slots): Cloudkill, Cone of Cold, Hold Monster
- 6th level (2 slots): Harm, Unholy Aura
- 7th level (2 slots): Finger of Death, Plane Shift
- 8th level (1 slot): Power Word Stun
- 9th level (1 slot): Implosion, Meteor Swarm
ACTIONS
Multiattack.
- Cresil makes three Dire Flail attacks.
Dire Flail.
- Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
- Hit: 27 (4d8+10) bludgeoning damage plus 10 (3d6) fire damage, and an additional 12 (3d6) necrotic damage to Good-aligned creatures. On a critical hit, the target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute.
Corrupting Touch (Recharge 5-6).
- Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
- Hit: 18 (3d6+10) necrotic damage, and the target must succeed on a DC 26 Constitution saving throw or gain one level of exhaustion. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
Summon Demons (1/Day).
- Cresil can summon 1d4 Balors, 1d6 Vrock, or 1d10 Dretch. The summoned creatures appear in unoccupied spaces within 60 feet of Cresil and act immediately after his turn. These demons are under Cresil’s command and remain for 1 hour or until slain.
LEGENDARY ACTIONS
Cresil can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Cresil regains spent legendary actions at the start of his turn.
- Unholy Strike. Cresil makes one Dire Flail attack.
- Sickening Cloud (Costs 2 Actions). Cresil emits a cloud of vile gas in a 15-foot radius around him. Each creature in the cloud must succeed on a DC 26 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Call of the Damned (Costs 3 Actions). Cresil summons 1d4 Quasits, which appear within 30 feet of him and act immediately. The Quasits remain for 1 minute or until slain.
REGIONAL EFFECTS
The region within 6 miles of Cresil’s lair is warped by his evil presence. The following effects occur within this radius:
- Rotting Aura. Plants wither, and animals become sickly and aggressive. Crops fail within a 10-mile radius of Cresil’s lair.
- Creeping Madness. Mortals who spend more than 1 hour within the region must succeed on a DC 20 Wisdom saving throw or be affected by the Confusion spell for 1 hour.
- Sickening Stench. The air within the region is thick with the stench of decay. Any creature within 1 mile of Cresil’s lair has disadvantage on saving throws against poison and disease.
LORE AND ROLE
Cresil the Impure is a being of utter decay and corruption. Once a powerful demon lord, he has chosen to forgo the petty politics of the Abyss and focus on his true goal: the spread of rot and filth throughout the multiverse. His lair is a massive garbage heap, a suffocating mass of putrid refuse that distorts reality itself, turning the environment into a living testament to suffering. Souls and vermin alike are trapped within his domain, endlessly writhing and decaying.
Cresil has few followers, as his violent lust for degradation often results in the immediate destruction of any mortal foolish enough to worship him. His influence, however, can still be felt in the mortal world, subtly shaping events that lead to destruction, plague, and despair. He has no interest in conquering or ruling—his joy comes from the endless spread of decay, the slow destruction of order, and the inevitable demise of all things pure.
RELATIONSHIPS AND WEAKNESSES
- Rivals: Other Demon Lords see Cresil as something of a mad recluse, uninterested in their power struggles. This gives him relative peace in the Abyss but also leaves him isolated from opportunities for alliances.
- Enemies: The forces of good, especially paladins, clerics, and the gods of purity, despise Cresil’s influence. He is a constant target of divine wrath, though he thrives in the absence of divine order.
- Weakness: Cresil’s intense focus on filth and decay makes him vulnerable to forces of purification and healing. Radiant energy, and attacks from Good-aligned creatures or clerics, can bypass his regeneration and cause him immense pain.
Cresil’s ultimate goal is not conquest—it’s the slow, inevitable ruin of everything he touches. As he watches the world above slip further into ruin, he is content in the knowledge that the corruption he sows will outlast any empire, any kingdom, and even the gods themselves.
Cresil the Impure

This hideously fat demon stands thirteen-feet tall. From the back of his head, piercing the tangle of filthy black hair, protrude thirteen gazelle horns. Food, dung and bits of human remains cling to his great rolls of blubber, plastered in place by his own filth. Quasits, like parasites, scramble over his body and feast upon his wastes.
Originally from The Book of Fiends
Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb
Cresil rules a great trash heap on his own layer in the Abyss, seemingly a great ziggurat of writhing souls, vermin and trash. Piercing screams emanate from the pile as searching centipedes, spiders and worms find new and interesting places to spawn in the bodies of the damned. With each new hatching, screams form a cacophonous symphony of suffering. Cresil, exulting in the awfulness of his state, laughs madly with every shriek, twitch and pleading.
This demon lord has little to do with the politics of the Abyss. He cares not for the perpetual war between demons and devils, for he believes himself far above such petty concerns. His isolation and lack of commitment to the war puzzles his rivals, for battling the forces of Hell is the surest means for advancement. Cresil, however, rarely shifts his great bulk for anyone or anything.
Cresil does not have many followers in the Material Plane. Those attracted to his portfolio often seek out the Lord of Many Forms or Marbas, for that matter. Another factor in his lack of followers is that those who do worship him rarely survive long. Cresil sees mortal servants as playthings, objects for him to vent his unholy lust upon. Consequently, Cresil rarely upholds his bargains, preferring instead to dispatch his servants to drag the mortal to his layer to entertain and please the great demon.
Cresil speaks and understands all languages.
Cresil the Impure (Demon Lord) | |
Large outsider (Chaotic, Demon, Evil, Extraplanar) | |
Hit Dice | 28d8+168 (294 hp) |
Initiative | +9 |
Speed | 50 ft. (8 squares) |
Armor Class | 41(-1 size, +5 Dexterity, +6 insight, +17 natural, +4 armor), touch 20, flatfooted 32 |
Base Attack/Grapple | +28/+40 |
Attack | +2 flaming unholy large dire flail +28 melee (1d8+8 plus 1d6 fire plus 2d6 against good) |
Full Attack | +2 flaming unholy/+2 vicious wounding large dire flail +26/+21/+16/+11/+26/+21/+16 melee (1d8+8 plus 1d6 fire plus 2d6 against good/1d8+4 plus 2d6 plus 1 Constitution, deals 1d6 to Cresil) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Spell-like abilities, summon |
Special Qualities | Aura of weakness, damage reduction15/epic and good, demon traits, fast healing 5, spellresistance 34, pestilential stench |
Saves | Fort +22, Ref +21, Will +21 |
Abilities | Strength 26, Dexterity 20, Constitution 22, Intelligence 23, Wisdom 21, Charisma 25 |
Skills | Bluff +38, Concentration +37, Diplomacy +42, Disguise +38 (+40 acting), Hide +32, Intimidate +40,Knowledge (arcana) +37, Knowledge (religion)+37, Knowledge (the planes) +37, Listen +36, move silently +36, Sense Motive +36, Spellcraft +39, Spot +36, Survival +5 (+7 on planes) |
Feats | Cleave, Combat Expertise, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Trip B , Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, Weapon Focus (dire flail), Weapon Specialization (dire flail) |
Environment | The Abyss |
Organization | Cresil (unique) plus 1d10 Quasits, plus 1d6 chaos beasts and 20-40 dretch |
Challenge Rating | 23 |
Treasure | Triple standard |
Alignment | Always chaotic evil |
Advancement | – |
Level Adjustment | – |
Combat
Cresil relishes conflict and loves the feel of fresh blood when it splashes onto his bloated form. He throws himself into the thick of melee, confident that he will come to little harm thanks to his various magical protections. When fighting, he uses his magical dire flail to impressive effect, it’s capable of flinging bits of his foes into a wide and colorful spray. Cresil’s attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction.
Spell-Like Abilities:
Cresil can use the following spells at will – blasphemy (DC 24), chaos hammer (DC 21), creeping doom (DC 24), dispel good (DC 22), greater contagion* (DC 22), greater teleport, planeshift, symbol of insanity (DC 25), telekinesis (DC 22), unholy aura, unholy blight (DC 21), word of chaos (DC 24).
In addition, he can use these spells once per day – implosion (DC 26), shambler.
Caster Level 20th.
The save DCs are Charisma-based. The following abilities are always active on Cresil’s person, as the spells (caster level 20th) : detect good, detect law, mage armor, magic circle against good, see invisibility, true seeing.
They can be dispelled, but Cresil can reactivate them as a free action.
Summon (Sp): Twice per day, Cresil can automatically summon 100-200 dretch and 1 balor. This ability is equivalent to a 9th-level spell.
Aura of weakness (Su): Cresilemits a field of soul-draining energy. All opponents within 30-feet of the demon lord must attempt Will saves (DC 31) or be fatigued for as long as they remain in the area. Succeeding at this save does not grant immunity to this supernatural ability (i.e. if thecharacter leaves the field and re-enters, he or she must attempt a new save). This ability is Charisma-based.
Pestilential Stench (Ex): Cresil is so vile that his stink itself is contagious. All living creatures when first encountering, or even being within 200-feet of him, must attempt Fortitude saves (DC 16) or contract Blinding Sickness. Furthermore, all living opponents approaching within 30-feet of the demon lord must attempt Fortitude saves (DC 30) or be sickened for 2d12 rounds. This ability is Constitution-based.
Currently in the World

The Abyss is a place where time holds no meaning, but in the swirling chaos of its ever-changing layers, Cresil the Impure’s name carries a particular weight—a grotesque mark upon the fabric of existence. In his domain, an immense heap of refuse, rot, and writhing souls, Cresil remains a figure of constant turmoil and suffering. His great bloated form, so hideous it warps the air around him, sits atop his kingdom of decay, a wretched throne made of bones and filth. His laughter, a maddening, guttural sound, echoes across the souls trapped in his ziggurat of misery, where the cries of the damned are carried by the fetid winds.
For centuries, Cresil has reveled in his isolation. Unlike other demon lords, who vie for power, alliances, or influence over the material plane, Cresil seeks something far darker: the unending spread of rot, suffering, and impurity. He watches the ebb and flow of mortal empires with a detached amusement, aware that every step they take toward civilization is one more step toward the inevitable degradation that awaits them. He is not interested in alliances with the other powers of the Abyss; they are nothing but fleeting distractions to him, and their struggles over dominance and conquest are beneath him. He is content in his putrid fortress, for he knows that true power lies not in conquest but in corruption.
In the early 1200s, the world above begins to change. Wars rage across Europe, kingdoms rise and fall, and the forces of Hell stir. Cresil, however, does not send his demons to intervene. Instead, he watches with interest as the human race, driven by ambition, greed, and the desire for expansion, spreads its influence across the continents. Cresil’s gaze turns to the great cities of the time—Paris, London, Rome—where mortal beings begin to toil under the weight of their own ambitions. He finds their pursuit of knowledge and order deliciously foolish. What is knowledge but another form of filth when corrupted by pride and greed? What is civilization if not a hollow structure waiting to crumble?
In the midst of the 1300s, as the Black Death sweeps across Europe, Cresil feels a twinge of satisfaction. The pestilence, the decay, the bodies piled high—these are his delights. The plague, a manifestation of his very essence, dances in the streets of the great cities. Yet, Cresil does not care to claim responsibility for it. The suffering is its own reward, and the rot takes care of itself. The world is merely a playground for the forces of entropy, and Cresil is its most devoted observer.
Throughout these years, Cresil occasionally toys with the mortal realm. Those who summon demons and seek out forbidden pacts are drawn to his name, though few know him by that title. They seek power, knowledge, or unholy satisfaction but end up in his filthy domain, never to return. For Cresil is not a demon lord to keep promises; he does not answer prayers, nor does he favor his followers. They are nothing but instruments of his amusement, discarded once they have served their purpose.
By the 1400s, the world is on the brink of immense change. The Renaissance blossoms in Italy, bringing forth the light of human creativity and knowledge. Yet, for Cresil, this is another moment of decadence. He finds the flourishing of art and thought amusing in its folly. The brilliant minds of the time—artists, scientists, philosophers—are filled with pride and ambition, convinced that they can understand the world, control it, and even master it. But Cresil knows that the world is beyond their grasp. It is built on decay, and all they create will eventually rot. The more they strive for perfection, the more delicious the fall.
As the century progresses, Cresil’s influence begins to subtly creep into the mortal realm. Whispers of depravity, madness, and corruption grow louder as the foundations of the world begin to tremble. The seeds of chaos are sown not through the actions of armies or demon cults, but through the very nature of mortal ambition itself. Every corrupt ruler, every greedy merchant, and every warlord who feeds off suffering strengthens his grip on reality. The more they degrade themselves, the more they feed his insatiable hunger. Cresil knows that eventually, the very fabric of the world will break down, and when it does, the Abyss will consume all.
His goals remain unchanged. Cresil is not interested in ruling Hell or the mortal world. He is content to see everything rot. His true desire is simple: the relentless spread of impurity, decay, and suffering. To him, the material plane is just a fragile construct, one that will crumble under the weight of its own corruption. Cresil is not a conqueror. He is the herald of decay, the force that undermines the very concept of purity, order, and cleanliness. His only goal is to ensure that no matter how the mortal realm strives, it will always return to the filth from which it came.
As the 1450s approach, Cresil watches with interest. Humanity is on the edge of another great upheaval. The world is shifting once again, and new challenges rise, from the Age of Exploration to the threats of the rising Ottoman Empire. But Cresil knows that all these things—no matter how monumental they seem—are nothing more than distractions. His influence will seep in slowly, steadily, and when the time comes, he will see it all collapse into the rotting mire he calls home.
He is patient. The decay is eternal, and Cresil will wait. In the shadows of mortal ambition, he stirs, content to see the world suffer, to see it slowly wither away into the filth and rot from which it came. The game is long, but the end, as Cresil knows all too well, is inevitable. And when it comes, it will be his laughter that fills the void.