Demon, Irecundia, The World-Devouring Colossus
“The Irecundia: a 300-foot hellspawn so massive and vile, even demon lords fear the day it hungers again.”

A titanic, grotesque abomination towering over 300 feet, the Irecundia’s form is an ever-bleeding mass of ebon flesh torn by unhealing wounds. 666 horns spiral from its shaggy, demonic head, each tip weeping violet ichor. A crown of 666 eyes, unblinking and eternal, ring its skull like a blasphemous halo, their gaze filled with madness and apocalyptic prophecy. Its maw is a vast void, so dark and fetid that it chokes reality around it—teeming with vrocks who roost in its rotting teeth and feed on trapped celestial remnants. The creature’s body is etched from head to toe with living, writhing runes—inverted holy symbols that flare with unholy light every time the monster moves.
Behavior
The Irecundia is not truly awake, not in the mortal sense. When active, it moves like a force of nature—mindless, hungry, indifferent to friend or foe. It tramples, swallows, and obliterates everything it encounters, guided by primal chaos. It cannot be reasoned with, negotiated with, or turned aside; its mind is like an echo chamber of the Abyss itself. When dormant, it slumbers for eons, barely distinguishable from the hellish terrain around it.
Habitat
The Irecundia lie in the deepest, most profane pits of the Abyss, half-buried in molten rock, bone, and the carcasses of long-forgotten gods. Each is so massive and suffused with chaotic energy that their mere presence warps the layer around them. Demon lords avoid these places, and even the most powerful balors dare not tread there without dire purpose.
Modus Operandi
Upon awakening—usually by ritual, catastrophe, or a desperate summoning—the Irecundia emerges with catastrophic force. It breathes storms of divine poison, roars with mind-shattering blasphemy, and devours entire armies. It operates on instinct: consume, destroy, corrupt. As it moves, its magical tattoos pulse with divine negation, casting blasphemy spells that unravel the fabric of morality and order around it.
Motivation
The Irecundia is an apocalypse given flesh—it exists to end, not conquer. It has no agenda, no goal, no ideology. Its awakening is synonymous with the end of an age. Sages believe that they are not mere demons but primordial aspects of entropy, birthed in the Abyss when the first gods drew breath. They sleep until fate or folly demands their return—at which point they rise to devour the universe itself.
Irecundia 5e
Irecundia, Pathfinder
Irecundia

Colossal Fiend (Demon), Chaotic Evil
Armor Class 27 (natural armor)
Hit Points 1,280 (64d12 + 640)
Speed 100 ft., climb 100 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
46 (+18) | 9 (-1) | 42 (+16) | 6 (-2) | 20 (+5) | 24 (+7) |
Saving Throws Str +26, Con +24, Wis +13, Cha +15
Skills Perception +21, Athletics +26, Intimidation +15
Damage Resistances cold, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison, lightning
Condition Immunities charmed, frightened, poisoned, stunned
Senses truesight 240 ft., passive Perception 31
Languages Abyssal, telepathy 1,000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Colossal Presence.
The Irecundia occupies a 100-foot square (10×10 space) and has a reach of 100 feet. It can move through spaces occupied by Huge or smaller creatures and ignores difficult terrain.
Legendary Resistance (3/Day).
If the Irecundia fails a saving throw, it can choose to succeed instead.
Magic Resistance.
The Irecundia has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The Irecundia’s weapon attacks are magical and count as chaotic and epic for overcoming resistances.
Apocalyptic Awakening.
When the Irecundia is awakened from slumber, it releases a pulse of corruption in a 1-mile radius. Each creature in the area must make a DC 25 Wisdom saving throw or become frightened for 1 minute. Creatures that fail by 5 or more are paralyzed instead. Celestials and good-aligned creatures have disadvantage on this saving throw.
Innate Spellcasting.
The Irecundia’s spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:
- At will: blasphemy, detect good and evil, unholy aura
- 3/day each: fire storm, storm of vengeance, destructive wave (as necrotic)
- 1/day: meteor swarm, time stop
Actions
Multiattack.
The Irecundia makes three melee attacks: one with its Bite and two with its Slam.
Bite.
Melee Weapon Attack: +26 to hit, reach 100 ft., one target.
Hit: 55 (8d10 + 18) piercing damage plus 14 (4d6) necrotic damage. If the target is Huge or smaller, it must succeed a DC 24 Strength saving throw or be grappled. Grappled targets are subject to Swallow Whole.
Slam.
Melee Weapon Attack: +26 to hit, reach 100 ft., one target.
Hit: 41 (6d10 + 18) bludgeoning damage. If the target is Large or smaller, it must make a DC 24 Strength saving throw or be knocked prone.
Swallow Whole.
The Irecundia swallows one grappled creature of Huge size or smaller. While swallowed, the creature is blinded and restrained, has total cover, and takes 28 (8d6) acid damage and 14 (4d6) fire damage at the start of each of the Irecundia’s turns. Vrocks within the maw may attack any swallowed creature at the DM’s discretion (treat as additional claw or beak attacks).
A swallowed creature can try to escape by succeeding three consecutive DC 24 Strength (Athletics) checks, which brings it back to the creature’s maw. A final DC 24 check is required to escape. Cutting free is impossible; the stomach walls regenerate instantly.
It can hold: 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller creatures.
Roar of the End (Recharge 4–6).
The Irecundia unleashes a deafening roar. Each non-evil creature within 300 feet must make a DC 23 Wisdom saving throw. On a failed save, a creature is frightened and must spend its turns moving away from the Irecundia and avoiding its line of sight. A frightened creature that ends its turn in line of sight of the Irecundia takes 10 (3d6) psychic damage. On a success, the creature is deafened for 1 minute. Creatures within 60 feet have disadvantage on the save.
Breath of Ruin (Recharge 5–6).
The Irecundia breathes out a vortex of poison and storm magic in a 300-foot cone. This functions as a storm of vengeance spell cast at 20th level.
Trample.
If the Irecundia moves at least 30 feet in a straight line and moves through the space of a creature, that creature must succeed on a DC 26 Dexterity saving throw or take 35 (5d10 + 10) bludgeoning damage and be knocked prone. A creature can choose to take an attack of opportunity at disadvantage instead.
Legendary Actions
The Irecundia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Irecundia regains spent legendary actions at the start of its turn.
- Slam. Makes one Slam attack.
- Vrock Swarm (Costs 2 Actions).
- Irecundia disgorges a writhing mass of vrocks from its gaping maw. A Swarm of Vrocks (see statblock) appears in an unoccupied space within 30 feet of Irecundia. The swarm acts on its own initiative immediately after Irecundia and remains until destroyed or until the end of Irecundia’s next long rest, at which point it dissolves into screaming ash and blood mist.
- Only one Swarm of Vrocks may exist at a time. If this action is used again while a swarm remains, the existing swarm violently explodes and is replaced.
- When first summoned, all creatures of Irecundia’s choice within 60 feet must make a DC 22 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much on a success. A creature that fails the save is also blinded until the end of its next turn as the vrocks tear past in a cacophony of wings and claws.
- Tattoo Blasphemy (Costs 2 Actions). One of the demonic tattoos on its body flares with abyssal magic. Choose a point the Irecundia can see within 120 feet. All creatures within 20 feet must succeed a DC 23 Constitution saving throw or be stunned for 1 round and take 27 (6d8) psychic damage. This is a magical effect, and creatures with resistance or immunity to magical effects apply it as normal.
Lair Actions & Regional Effects
The Irecundia does not build lairs in the traditional sense, but its mere presence warps reality.
Lair Actions (Initiative 20, losing ties):
- Hellquake. The ground within 300 feet shifts and fractures. All non-fiend creatures must succeed a DC 22 Dexterity saving throw or fall prone and take 22 (4d10) force damage.
- Abyssal Gravity. Gravity warps within 200 feet. Flying creatures must succeed on a DC 21 Strength saving throw or be pulled 60 feet to the ground, taking fall damage.
Regional Effects:
The region around a slumbering or active Irecundia is twisted by its malevolence:
- Unholy Pulse. Good-aligned spells cast within 1 mile have a 25% chance to fail.
- Contagious Air. The air is filled with magical spores and toxins. For each hour spent within 1 mile of an Irecundia, a creature must succeed on a DC 20 Constitution saving throw or gain a level of exhaustion.
- Nightmares Made Flesh. Once per long rest, a sleeping creature within 5 miles has a 50% chance to suffer a phantasmal killer effect upon waking.
If the Irecundia is destroyed, the land takes centuries to heal, and the nightmares it spawned may linger forever.
Vrock Swarm (Summoned)

Huge Fiend (Demon, Swarm), Chaotic Evil
Armor Class 17
Hit Points 180 (24d10 + 48)
Speed 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 15 (+2) | 18 (+4) | 6 (-2) | 14 (+2) | 9 (-1) |
Saving Throws Dex +6, Con +8, Wis +6
Damage Resistances cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 12
Languages understands Abyssal but cannot speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Swarm Traits
- Swarm of Vrocks. This swarm consists of numerous lesser vrocks acting in concert. The swarm occupies a 100 ft. sphere when Huge, a 40 ft. sphere when Large, and a 10 ft. sphere when Medium.
- Swarm Size Reduction.
- Above 150 HP: Huge (can affect up to 10 creatures per attack).
- 149–76 HP: Large (affects up to 4 creatures).
- 75 HP or fewer: Medium (affects 1 creature at a time).
- Its reach decreases from 60 ft. (Huge) → 20 ft. (Large) → 5 ft. (Medium) accordingly.
- Only Huge swarms can inflict blindness (via screeching vortex of wings and gore).
Shrieking Mass.
Any non-fiend creature that starts its turn within 10 feet of the swarm must succeed on a DC 14 Wisdom saving throw or have disadvantage on its next saving throw before the end of its turn.
Actions
Rapture of Claw and Beak.
Melee Weapon Attack: +10 to hit, reach varies by swarm size, multiple targets within area.
Hit: 28 (6d8) slashing damage. On a failed DC 16 Dexterity saving throw, a target is blinded until the end of its next turn (Huge swarm only).
At Large or Medium size, damage decreases by one die step per tier:
- Large: 5d8
- Medium: 4d8
Abyssal Shriek (Recharge 5–6).
The swarm emits a psychic screech audible within 240 feet. Each creature of the swarm’s choice in a 60-foot radius that can hear it must succeed on a DC 16 Constitution saving throw or take 18 (4d8) thunder damage and be deafened for 1 minute.
Tactics
- The Vrock Swarm emerges from Irecundia’s maw mid-battle and seeks to overwhelm backlines, isolate casters, and distract enemies using its vast reach and screech.
- If reduced to Large or Medium, the swarm becomes desperate, flying erratically and harassing wounded targets or fleeing to rejoin Irecundia’s body.
Irecundia

Emerging from the mists of the battlefield is a 300-foot tall demon bleeding violet ichor from innumerable rents in its ebon flesh. Its great shaggy head sports 666 eyes and 666 horns. From its maw, a hole so dark and so rancid that the smell of it is contagion, emerge flights of vrocks swarming around its rows of teeth, feasting on the rotting celestial flesh caught therein. Over all of its body are blasphemous runes, inverted holy symbols of the good gods, which flash with life every time the giant demon moves.
Originally from The Book of Fiends
Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb
Irecundia are large enough to be layers of the Abyss unto themselves. As creatures of mind-boggling size, they represent the worst threat posed by this chaotic plane. No one knows how many exist, how and what they eat, or what drives these foul creatures.
What sages and demonologists do know is that the irecundia sleep, awaiting the end of the world, for when the last days come to mortals, the irecundia shall awake and devour the universe. Thankfully, they remain asleep, as they have for countless millennia.
Occasionally, when the need is most dire, a group of 6 balors descends to the darkest pit known in the Abyss and awakens just one of the sleepers.
Irecundia | |
Colossal outsider (Chaotic, Demon, Extraplanar, Evil) | |
Hit Dice | 48d8+672 (888 hp) |
Initiative | -1 |
Speed | 80 ft. (16 squares) |
Armor Class | 37 (-8 size, -1 Dexterity, +36 natural), touch 1,flatfooted 37 |
Base Attack/Grapple | +48/+83 |
Attack | Slam +68 melee (2d8+19) |
Full Attack | 2 slams +68 melee (2d8+19), bite +63(4d6+28, crit 19-20 +1d6), 2 gores +62 (4d6+19) |
Space/Reach | 100 ft./100 ft. |
Special Attacks | Breath weapon, roar, swallow whole, tattoos, trample (2d8+28) |
Special Qualities | Damage reduction 15/epic, demontraits, fast healing 20, immunities, Spell Resistance 34 |
Saves | Fort +40, Ref +25, Will +26 |
Abilities | Strength 48, Dexterity 8, Constitution 38, Intelligence 5, Wisdom 11, Charisma 10 |
Skills | Climb +70, Jump +70, Listen +51, Spot +51 |
Feats | Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Sunder, Power Attack, Overwhelming Critical, Snatch (bite), Weapon Focus (bite), Weapon Focus (slam) |
Environment | The Abyss |
Organization | Solitary plus 6-10 vrocks, Pair, Troop (3-6) |
Challenge Rating | 28 |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | 49+ HD (Colossal) |
Level Adjustment | – |
Combat

On the battlefield, irecundia just grab and eat whatever they can, regardless of whether the victim is friend or foe. Inside of its mouth are always vrocks that pick at the livers of the entrapped celestials, caught in the demon’s teeth. Occasionally, they take to wing, to rain their own brand of destruction below. Irecundia attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction.
Breath weapon (Su): These walking mountains unleash a cloud of venomous poison functioning as a storm of vengeance lasting for 10 rounds. The irecundia use their breath weapon once every 1d12 rounds. This ability functions as the spell cast by a 20th-level caster.
Roar (Ex): Once every 1d4 rounds, the irecundia may release a deafening roar, affecting all non-evil living creatures within 240 feet. All legitimatetargets in the area must attempt Will saves (DC 34) or become panicked. Theirecundia’s roar also deafens targets within 30 feet who fail their save. The save DC is Charisma-based.
Swallow Whole (Ex): If the irecundia achieves a pin against a size Gargantuan creature or smaller with its snatch attack, it may swallow the victim whole, by making a successful grapple check. Once inside the irecundia, the opponent takes 4d6+19 points of acid damage and 2d6 points of fire damage from the demon’s digestive process. Three successful grapple checks allow the swallowed creature to Climb out of the stomach, and return to the irecundia’s maw, where another successful grapple check is required to break free. Swallowed victims cannot cut their way out of the irecundia’s stomach, as its stomach muscles immediately close any wounds made.
An irecundia’s maw can hold 2 Gargantuan creatures, 8 Large creatures, 32 Medium creatures or 128 Small or smaller opponents. These are in addition to the vrock who lurk there as well.
Tattoos (Sp): Blasphemous tattoos cover the whole of the irecundia’s body. Every round as a free action, one of the tattoos flares, as per blasphemy cast by a 20th-level caster.
Trample (Ex): Irecundia deal the indicated damage on trample attacks, essentially anytime they move through occupied squares. Targets of this attack may attempt attacks of opportunity, but at a -4 penalty. If they opt not to take the attack of opportunity, they may attempt a Reflex save (DC 53) and take half the indicated damage.
Immunities: Irecundia are immune to disease, electricity, fire and poison, but otherwise have all the standard demon traits.