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Juiblex, “The Faceless Lord, Indescribable Darkness”

Juiblex
Juiblex, The Faceless Lord

This creature resembles a large bubbling mass of greenish-black and foul-smelling liquid. Ooze, slime, and pus constantly squirt and seep from its form. Deep within the oozing form you notice several large red eyes.

Other titles: “Lord of Slime, the Faceless One, he Who Slithers, the Unnameable One, Glistener, Indescribable Darkness, Slick of the Foulest Humors”

Juiblex rules his own layer of the Abyss, which is an infinite sea of slimes and oozes feeding off each other’s putrid forms. Juiblex’s palace, is said to resemble the biggest pile of garbage in the multiverse.

Juiblex does not have a set physical form as we know it; those who have seen him claim he is a slime-like creature with glaring red eyes dotted all over his body. Juiblex supposedly can swallow creatures alive, spits acidic secretions and causes diseases in his victims which can be almost instantly fatal.

Juiblex’s Relationships

Juiblex is one of the lesser demon lords. Most other demon lords do not take him seriously. He himself hates almost everything else, preferring the company of his shapeless minions: slimes, oozes, jellies and puddings. He has no plans or schemes: he simply wants to continue existing and destroying.

Juiblex The Faceless Lord

Kain’s 5e Monstrous Manual – Page 54 – Dicefreaks

Huge fiend (demon), chaotic evil
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Armor Class 18 (natural)
Hit Points 504 (24d12 + 216)
Speed 30 ft.
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STR 24 (+7) DEX 10 (+0) CON 29 (+9) INT 20 (+5) WIS 20 (+5) CHA 16 (+3)
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Saves Str +14, Dex +7, Con +16, Wis +12
Skills Perception +12
Damage Resistance cold, fire, lightning
Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical weapons.
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 22 (41,000 XP)
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Foul. Any creature other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 24 Constitution saving throw or be poisoned until the start of the creature’s next turn.

Innate Spellcasting. Juiblex’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks.). It can innately cast the following spells, requiring no material components: 
At will: acid splash, darkness, detect magic
3/day each: blight, contagion, dispel magic, gaseous form

Legendary Resistance (3/day). If Juiblex fails a saving throw, it can choose to succeed instead.

Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects.

Magic Weapons. Juiblex’s weapon attacks are magical.

Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS
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Multiattack Juiblex makes three acid lash attacks. He can replace one of these attacks with Corrupting Touch if desired.

Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex’s body and the corpse is obliterated after 1 minute.

Corrupting Touch Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) poison damage and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature other than an ooze is poisoned while within 10 feet of the target.

Cold Wave (Recharge 5-6). Juiblex radiates cold in a 30 ft. radius. All creatures other than ooze in the area must make a DC 24 Constitution saving throw, taking 45 (10d8) cold damage on a failed save or half as much on a success.

Eject Slime (Recharge 5-6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed.

LEGENDARY ACTIONS
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Juiblex 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. Juiblex regains spent legendary actions at the start of its turn.

Acid Splash. Juiblex casts acid splash.

Attack. Juiblex makes one attack.

Spew Slime Juiblex summons one of the following: 2d6 grey oozes, 1d8 ochre jellies or 1d4 black puddings. They appear in an unoccupied spot within 60 feet of Juiblex. Juiblex can also use this ability to summon an alkilith, but if used in this manner multiple times, the previous demon returns from whence it came. 

LAIR ACTIONS
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On initiative count 20 (losing initiative ties), Juiblex takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:

• Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature or another creature that can reach it can use its action to try and break free and must succeed on a DC 21 Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.

• Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.

• A green slime appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.

REGIONAL EFFECTS
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The region containing Juiblex’s lair is warped by his magic, which creates one or more of the following effects. If Juiblex dies, these effects fade over the course of 1d10 days.

• Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.

• Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.

• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

Madness of Juiblex
A creature that goes mad in Juiblex’s lair or within sight of the demon lord gains a character flaw as listed below.

1-20“I must consume everything I can!”
21-40“I refuse to part with any of my possessions.”
41-60“I’ll do everything I can to get others to eat and drink beyond their normal limits.”
61-80“I must possess as many material goods as I can.”
81-100“My personality is irrelevant. I am defined by what I can consume.”

Juiblex, The Faceless Lord

Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.

On this Thread

Juiblex, The Faceless Lord
Large outsider (chaotic, evil, extraplanar, tanar’ri)
SymbolA black silhouette of Juiblex with many red eyes
Cosmic Rank8 (11 Shedaklah)
HD52d8 + 988 + 100 (1,504 hp)
Initiative+12
Speed40 ft., Climb 60ft.
AC60 (+10 deflection, +8 Dexterity, +33 natural, -1 size) touch 27, flat-footed 52
BAB/ Grapple+52/+71
Attack+6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76 melee (4d6 + 44 + 3d6 acid + 3d6 cold + 2d6 Constitution +1 vile), or bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 1d6 to determine the number of bites)
Full attack+6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76/+71/+66/+61 melee (4d6 + 44 + 3d6 acid + 3d6 cold +2d6 Constitution +1 vile), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold), OR bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 2d6 to determine the number of bites)), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold)
Space/reach10 ft./10 ft.
Special attacksBreath Weapon, Constrict, Create Slime, Dissolve, Engulf, Improved Grab, Juiblex Spikes, Maw of Juiblex, Ooze Explosion, Pool of Acid, Spell-like Abilities, Summon Oozes, Summon Tanar’ri, Vile Ooze Orbs, Wave of Bloody Fangs
Special
qualities
Amorphous, Blindsight 120 ft., Darkvision 120ft., DR 40/Epic Good and cold iron, DR20/-, Energy Resistance to Fire 40, Immunity to Acid, Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Bludgeoning or Impact Damage, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ooze Traits, Ravaged Form (Cold Soul), Ravaged Form (Many Eyes), Ravaged Form (Many Mouths), Regeneration 15, SR 59, Telepathy 1000 ft., true seeing
SavesFort +53, Ref +52, Will +45
AbilitiesStrength 40, Dexterity 27, Constitution 48, Intelligence 30, Wisdom 32, Charisma 30
SkillsBluff +65, Climb +70, Concentration +74, Diplomacy +65, Escape Artist +76, Hide +59, Intimidate +65, Knowledge (Arcana) +65, Knowledge (dungeoneering) +65, Knowledge (religion) +65, Knowledge (the planes) +65, Listen +68, Move Silently +63, Search +65, Sense Motive +66, Spellcraft +66, Spot +68, Swim +70
FeatsAlertness, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (bite), greater weapon specialization (bite), Improved Initiative, Improved Trip, Iron Will, lightning reflexes, Mobility, Power
Attack
, Quickened Spell-like Ability (Hold Person), Skill Focus (Escape Artist), Weapon Focus (bite), Weapon Specialization (bite),
Epic FeatsEpic Fortitude, Epic Reflexes, Epic Skill Focus (Escape Artist), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon
Specialization
(bite), Epic Will
EnvironmentShedaklah (Abyss)
OrganizationSolitary (unique), or group (Darkness Given Hunger, and 3 Elder Spawn of Juiblex)
CR46
TreasureOrb of Juiblex
AlignmentChaotic Evil

Combat:

Against numerous foes, Juiblex always activates the Orb of Juiblex. Then he summons creatures to his aid. In melee he attempts to engulf his foes any chance he gets. If that fails he retreat only to come back in the form a wave.

Amorphous (Ex): Bludgeoning weapons and impact damage deal no damage to Juiblex. He is able to slip through spaces that otherwise could accommodate a creature no larger than Tiny because of his jelly-like substance.

Breath Weapon (Su): Juiblex can spit forth a 90 ft. cone of frigid cold acid, once every 1d4 rounds. It deals 20d8 acid and cold damage. It ignores resistances and immunities. Reflex save DC 55 halves. The DC is Constitution-based.

Constrict (Ex): Juiblex deals 2d6 + 14 points of damage plus 2d6 acid and 2d6 cold damage with a successful grapple check, in addition to damage from his slam attack.

Create Slime (Su): As a free action, once per round, Juiblex can spew forth a patch of Green slime (DMG 76) anywhere within a 100 ft. of himself (including at a target, making a ranged attack with a bonus of +60).

Dissolve (Ex): Juiblex’s acidic touch deals 100 points of damage per round to wood or metal objects. Armor and clothing worn by a creature Juiblex strikes dissolves immediately unless the owner succeeds a Reflex save DC 55. A metal or wooden weapon that strikes Juiblex dissolves immediately unless the owner succeeds a Reflex save DC 55, although the weapon deals normal damage before dissolving. The DC is Constitution-based.

Engulf (Ex): Juiblex can engulf any Huge or smaller creature he is grappling by making a successful grapple check. He can also automatically engulf helpless creatures. An engulfed creature takes constriction damage plus 10d6 acid and 10d6 cold damage each round and is considered to be grapple and trapped within his body. Additionally, an air-breathing creature must hold their breath or begin to drown. A creature can escape Juiblex’s body by succeed on a grapple check with their own grapple check or Escape Artist check.

Juiblex can engulf up to 1 Huge creature, 2 Large creatures, 4 Medium creatures, 16 Small creatures, 64 Tiny creatures, 216 Diminutive creatures, or an unlimited number of Fine creatures.

Improved Grab (Ex): Whenever Juiblex makes a successful slam attack, he can attempt a grapple check. If successful, he establishes a hold and can constrict or engulf.

Juiblex Spikes (Su): Juiblex can use the coldness within his body to harden parts of his body, as a free action, creating spikes. Any creature grappling with or being constricted by Juiblex take an extra 8d6 points of piercing damage plus 3d6 acid and 3d6 cold damage. Juiblex can disperse the spikes as another free action. He can also shoot them out in a 100 ft. radius dealing 10d6 points of piercing damage plus 3d6 acid and 3d6 cold damage to any creature (not in service of Juiblex) within range. Reflex save DC 55 halves. The DC is Constitution-based.

Maw of Juiblex (Ex): As a free action, Juiblex can gather a collection of mouths within his body to form a large mouth. It functions as a +6 acidic burst, icy burst, vile weapon. It deals damage as a colossal creature (4d6) plus 2 times his Strength bonus plus 3d6 acid and 3d6 cold damage. The mouths break apart at Juiblex’s command or after 20 rounds.

Ooze Explosion (Su): Juiblex can cause itself to explode in 150 ft. radius dealing 15d6 acid and 15d8 bludgeoning damage to any creature within range. Reflex save DC 55 halves. Whether the save is successful or not, the creature is covered in acidic goo taking an extra 10d6 acid damage. In the following round, as a full round-round action, Juiblex attempts to reform itself. Creatures must then succeed an Escape Artist check or grapple check to oppose Juiblex’s grapple check. If unsuccessful, Juiblex drags the creature into his body and automatically engulfs them. (This does not allow him to exceed his normal engulfing limits. He must choose which creatures to engulf)

Pool of Acid (Su): Juiblex, as a standard action, can spew forth a pool of acid onto the ground around him in a 100ft. radius. Anyone in this pool of acid takes 10d8 points of damage each round. This pool is thick and creatures can only move at half speed. Flying creatures are unaffected.

Ravaged Form (Cold Soul): Juiblex insides are intensely cold due to the emptiness of his soul. He
can control this cold and attack with it. He deals extra cold damage on all
his natural attacks as well as other abilities.

Ravaged Form (Many Eyes): Juiblex’s body of ooze is filled with hundreds of eyes, which constantly shift back and forward through his body. With these eyes, Juiblex gains the following bonuses:

  • – He can never be flanked
  • – He can never be blinded
  • Darkvision 120 ft.
  • – Juiblex can see an attack coming from a mile away. He gains a +10 bonus to Ref saves.
  • – +10 bonus to Search and Spot checks.

Ravaged Form (Many Mouths): Juiblex’s body not only contains many eyes, but many mouths as well. His mouths constantly shift around his body like his eyes. Thus, when making a single bite attack he must roll 1d6 to determine how many bites hit their mark. When making a full attack with a bite, he must roll 2d6 to determine how many bites hit their mark.

Spell-like Abilities: CL 52th; DC 29 + level

At will: animate dead, astral projection, baleful polymorph, blasphemy, charm monster, cone of cold, desecrate, Despoil, detect law, detect good, Detect Magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of acid, orb of cold, persistent image, poison, polymorph, power word stun, quickened Hold Person, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice

9/day: destruction, greater restoration, harm, polar ray, true resurrection.

3/day: wish.

Summon Oozes (Sp): 1/day Juiblex can summon Darkness Given Hunger, if he’s not already with him.

5/day Juiblex can summon 3d6 fiendish elder black puddings, or 3d6 elder spawn of Juiblex.

Summon Tanar’ri (Sp): 3/day Juiblex can summon 5d10 dretches, or 2d6 hezrou, or 2d6 alkilith.

Vile Ooze Orbs (Su): As a stardard action, Juiblex can fling globs of ooze, filled with vileness, at one foe that’s within 300 ft. It deals 10d10 points of acid and vile damage. It ignores resistances and immunities. Reflex save DC 55 halves. Damage cannot be healed unless within a consecrated area. The DC is Constitution-based.

Wave of Bloody Fangs (Su): As a full-round action, Juiblex can take the form of a tidal wave of green ooze and bloody fangs. Juiblex becomes 60 ft. wide and can travel up to 120 ft. in any direction. Any creature hit by this wave are bitten 5 times. They must also succeed a Fortitude save or be knocked down for 1d6 rounds. Any creature that is caught at the end of Juiblex’s wave, are automatically engulfed. The DC is Constitution-based.

Possessions: Juiblex only carries one item – The Orb of Juiblex. To date, this is the only object that Juiblex has ever used in combat.

The Orb of Juiblex

This orb is 2 ft. within diameter. It’s dark green and covered in red runes. Juiblex carries this artifact within his gelatinous body at all times. As a full-round action, Juiblex can activate the orb’s power. Upon activation, the orb rises from his body into the air. It releases a powerful gas in a 90 ft. radius of Juiblex. Any creature within range must succeed a Fortitude save DC 60 or fall to the ground unconscious for 2d6 rounds. This effect is just the beginning. Immediately after releasing the gas, the orb shoots off into the sky. In the following round, the sky and clouds all turn a sickly shade of green. At this point, it begins raining blackish-green acidic rain in a 500 ft. radius of Juiblex. The rain deals 10d8 points of acid and unholy damage (ignores resistance and immunities to acid) each round for 15 rounds. Reflex save DC 60 halves. This effect can only be stopped by Juiblex, as a free action. After the rain stops, the orb returns to Juiblex and its runes disappear for 1 minute as it recharges. During this time the orb cannot be activated.

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