Demon, Raum ‘Harbinger of the Apocalypse’
“Meet Raum: The Demon Prince Who Aims to End the Universe—Before It Ends Him!”

Raum was born a full-fledged demon prince in the future, a breath before the multiversal apocalypse eagerly awaited by followers of Abaddon and Astaroth. Since then, he’s aged in reverses as time passes, Raum becomes more knowledgeable about the future that only he has experienced.
Raum is a spectral figure cloaked in layers of voluminous, tattered gray robes that seem to billow with an unnatural wind. His decaying form beneath is skeletal, with pale, parchment-thin skin stretched taut over jagged bones. His glowing eyes, dim yet hauntingly perceptive, pierce the gloom with an unsettling mix of despair and foreknowledge. Blackened fingers, tipped with claws dulled by age, clutch a plain, gnarled quarterstaff that radiates an aura of grim inevitability. Each step he takes leaves faint imprints of ash, as though he erodes the fabric of the world itself.
Behavior
Raum is introspective and melancholic, exuding an aura of hopelessness that unnerves even his peers among the Abyssal lords. He often speaks in riddles or cryptic fragments of prophecy, leaving those who hear him unsettled. Despite his despair, Raum is unpredictable, prone to sudden bursts of destructive resolve when driven by his apocalyptic mission. He avoids conflict unless provoked, and when cornered, he wields his knowledge of the future to manipulate, intimidate, or escape his foes.
Habitat
Raum resides in Dizalakine, the Gate of Entropy—a barren, windswept plain of endless black earth under a perpetually overcast sky. The landscape is desolate, dotted with broken pillars, crumbling gates, and the ruins of civilizations erased by time. No flora or fauna survive here; even demons avoid its lifeless expanse. Dizalakine’s most unsettling feature is its oppressive silence, broken only by the wailing winds and Raum’s occasional mournful soliloquies as he wanders its emptiness.
Modus Operandi
Raum operates as a manipulator and harbinger of catastrophe, using his knowledge of the future to incite chaos and despair. He often appears to soothsayers, scholars, or desperate leaders, offering glimpses of their fates in exchange for obedience. He sows discord by revealing half-truths, provoking conflicts, or guiding his followers to create natural and political disasters. He rarely acts directly, preferring to orchestrate events from the shadows, but his interventions are devastating when they occur.
His cult, The Children of Raum, serves as his primary tool of influence. They spread destruction through ritual chaos and anarchic actions, often unknowingly advancing Raum’s ultimate goal of accelerating the apocalypse.
Motivation
Raum’s ultimate goal is paradoxical: to trigger the multiversal apocalypse prematurely, ensuring his own nonexistence to escape the guilt of his role in the universe’s destruction. He suspects he was created as a sleeper agent by the Lords of Good to prevent the end of all things, a purpose he resents and fears. His nihilistic drive stems from a belief that obliterating everything now is the only way to avert a worse catastrophe later, allowing him to unmake his guilt and existence in the process.
Raum’s every action is fueled by a mixture of existential despair, self-loathing, and the chaotic nature of his demonic lineage. Whether through direct destruction or subtle manipulation, he moves ever closer to fulfilling his grim prophecy.
Raum ‘Harbinger of the Apocalypse’
Raum ‘Harbinger of the Apocalypse’ 3.5
Raum, Harbinger of the Apocalypse

Large Fiend (Demon), Chaotic Evil
Armor Class: 23 (Ethereal Robes, natural armor)
Hit Points: 1,100 (60d10 + 600)
Speed: 40 ft., fly 80 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 16 (+3) | 28 (+9) | 28 (+9) | 24 (+7) | 34 (+12) |
Saving Throws: Str +20, Dex +16, Con +18, Wis +15, Cha +22
Skills: Arcana +19, Insight +15, Intimidation +22, Perception +15, Religion +19
Damage Resistances: Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic, Poison
Condition Immunities: Charmed, Frightened, Poisoned, Exhaustion, Paralyzed, Petrified
Senses: Truesight 120 ft., Passive Perception 25
Languages: Abyssal, Infernal, Common, telepathy 120 ft.
Challenge: 32 (150,000 XP)
Traits
Aura of Eternal Doom (Recharges After a Short or Long Rest):
Creatures within 120 feet of Raum must succeed on a DC 24 Wisdom saving throw at the start of their turn or be frightened until the start of their next turn. Creatures that succeed on this save are immune to this effect for 24 hours.
Endless Knowledge:
Raum can see 1 minute into the future, gaining advantage on all attack rolls, saving throws, and ability checks. He also knows the location of all creatures within 1 mile, and can foretell any creature’s action within 10 seconds of their turn.
Immutable Form:
Raum’s body is immune to all forms of transformation, including polymorph, petrification, and any magical effect that would alter his physical form.
Destructive Presence:
Any creature within 30 feet of Raum takes 10 (3d6) necrotic damage at the start of each of its turns.
Legendary Resistance (3/Day):
If Raum fails a saving throw, he can choose to succeed instead.
Actions
Multiattack:
Raum makes three attacks with his Entropy Staff, or two uses of Catastrophic Prophecy.
Entropy Staff: Melee Weapon Attack: +20 to hit, reach 10 ft., one target.
- Hit: 42 (6d10 + 10) bludgeoning damage plus 18 (4d8) necrotic damage.
- If the target is a creature, they must succeed on a DC 24 Strength saving throw or be pushed 30 feet away and knocked prone.
Catastrophic Prophecy (Recharge 5–6):
Raum unleashes a prophetic cataclysm. He chooses one of the following effects:
- Meteoric Fall: A fiery meteor crashes within 120 feet of Raum. All creatures within a 30-foot radius must make a DC 24 Dexterity saving throw, taking 60 (12d10) fire damage and 60 (12d10) bludgeoning damage on a failed save, or half as much on a success.
- Abyssal Rupture: The ground splits open in a 40-foot radius. All creatures within the area must make a DC 24 Strength saving throw or fall prone and take 50 (10d10) bludgeoning damage. The terrain becomes difficult.
Wail of the End (Recharge 6):
Raum emits a terrifying, world-shaking wail. All creatures within 300 feet must make a DC 24 Charisma saving throw or take 75 (15d10) psychic damage and become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions
Raum can take 4 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. Raum regains spent legendary actions at the start of his turn.
- Ethereal Step (Costs 1 Action): Raum teleports up to 120 feet to an unoccupied space he can see.
- Entropy Wave (Costs 2 Actions): Raum releases a pulse of destructive energy. Each creature in a 30-foot radius must make a DC 24 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save or half as much on a successful save.
- Future Unraveled (Costs 3 Actions): Raum forces a creature he can see within 120 feet to relive their future death. The target must succeed on a DC 24 Intelligence saving throw or take 85 (15d10) psychic damage and become frightened for 1 minute.
Raum’s Spellcasting
Spellcasting Ability: Charisma (Spell Save DC 24, +16 to hit with spell attacks)
Spellcasting Class: Demon Lord
Spellcasting Level: 20th (as a Demon Prince)
Raum can cast the following spells, using his Charisma modifier as his spellcasting ability. He has a spell slot for each of the following levels:
- Cantrips (at will): Thaumaturgy, Chill Touch, Eldritch Blast, Message
- 1st level (4 slots): Disguise Self, Command, Inflict Wounds, Hellish Rebuke
- 2nd level (3 slots): Mirror Image, Hold Person, Darkness
- 3rd level (3 slots): Counterspell, Fear, Bestow Curse
- 4th level (3 slots): Blight, Phantasmal Killer, Greater Invisibility
- 5th level (3 slots): Cloudkill, Dominate Person, Telekinesis
- 6th level (2 slots): Disintegrate, Eyebite
- 7th level (2 slots): Plane Shift, Finger of Death
- 8th level (1 slot): Power Word Stun, Dominate Monster
- 9th level (1 slot): Foresight, Meteor Swarm
Signature Spells and Abilities:
- Catastrophic Prophecy: (Replaces a spell)
- 3rd level enchantment
- Raum can cast a prophetic vision of doom on a creature. The target must make a DC 24 Wisdom saving throw or become paralyzed, haunted by vivid and terrifying visions of the future. For the next 1 minute, the target is cursed and has disadvantage on all attack rolls and saving throws.
- Foresight (Recharges after a Long Rest):
- Raum can cast Foresight on himself at will, sensing the future 10 seconds ahead, allowing him to always act with advantage on any roll, and ensuring no surprise attacks can ever hit him.
- Time Distortion:
- 8th level necromancy
- Raum can twist time itself for up to 10 minutes. During this time, he can cast spells with no material components and manipulate the speed of any creature within 60 feet, halving or doubling their movement and actions on his turn.
Innate Spells and Unique Abilities
- Prophetic Darkness (Recharge 5–6):
- 6th level necromancy
- Raum casts an uncontrollable darkness that wraps around him and his allies within 60 feet. The darkness causes the affected creatures to see only moments of destruction from their past, inflicting 10d10 psychic damage to those who fail a DC 24 Wisdom save.
- Abyssal Implosion (Recharge 5-6):
- 9th level conjuration
- Raum can summon an imploding singularity at any point within 300 feet. The area becomes a void of absolute nothingness, where the laws of existence collapse. All creatures in a 60-foot radius must make a DC 24 Dexterity saving throw or be pulled into the void, taking 80 (15d10) force damage and being banished to another plane of existence. The zone remains an empty void for 1 minute.
- Entropic Rebirth:
- Divination (Self only, Recharge 5–6)
- Raum can temporarily reset his own body and mind, healing to full hit points and reverting any status effects (except death) when he casts this ability. This effect may be used once every 10 days but costs Raum a portion of his essence, reducing his Intelligence, Wisdom, and Charisma scores by 1 for 24 hours.
Spell-Like Abilities and Effects:
- Terror of the End (Recharge 6):
- Necromancy, AoE Fear
- All creatures in a 200-foot radius are flooded with an overwhelming sense of their own mortality and the imminent collapse of the multiverse, causing creatures to make a DC 24 Wisdom saving throw. On a failed save, creatures are terrified for 1 minute and take 6d10 psychic damage. This effect can be triggered once per day.
- Apocalyptic Wave:
- Evocation, Line of Effect (Concentration 1 minute)
- Raum conjures an arc of unrelenting entropy and destruction in a 120-foot line, 20 feet wide. All creatures caught in the arc must make a DC 24 Dexterity saving throw or take 60 (12d10) force damage and be knocked prone.
Casting Restrictions and Limitations:
Raum’s immense knowledge of magic comes at a great cost. His spells often carry drawbacks or limitations as a reflection of his chaotic and doomed nature. Notably:
- Raum can only cast one 9th-level spell once per day, after which he must rest for at least 12 hours before using his Time Distortion or any of his high-level magic again.
- His Abyssal Implosion can only be used once every three days due to the immense strain on the fabric of space and time.
- Foresight lasts a maximum of 10 minutes, after which Raum must expend a 2d6 Wisdom saving throw (DC 15) to maintain it or suffer 10d10 psychic damage.
Regional Effects
The area within 1 mile of Raum is warped by his apocalyptic presence, creating the following effects:
- Desolation: Plants wither, water stagnates, and animals avoid the area.
- Echoes of Doom: Creatures that complete a long rest within the area must succeed on a DC 24 Charisma saving throw or gain one level of exhaustion.
- Unstable Ground: The ground periodically shakes, creating fissures that deal 20 (4d10) bludgeoning damage to any creature within a 30-foot radius.
When Raum is defeated, these effects fade over 1d10 days.
Legendary Magic Items

- Entropy Staff:
- Weapon (Quarterstaff), legendary
- This staff grants a +2 bonus to attack and damage rolls. On a critical hit, the target’s maximum hit points are reduced by the damage dealt until the next long rest.
- Shroud of the Apocalypse:
- Wondrous Item, legendary (requires attunement)
- While attuned to this shroud, Raum gains advantage on saving throws against spells and other magical effects. He can use a bonus action to become invisible until the start of his next turn, and all creatures that attack him within 5 feet take 10 (3d6) necrotic damage on a hit.
Role and Lore
Raum, the Harbinger of the Apocalypse, is the embodiment of destruction and inevitable decay. Once a prince in the Abyss, Raum was created as a cosmic sleeper agent by the forces of Good to prevent the apocalypse—but through his own twisted reasoning, he seeks to destroy the multiverse before his existence can erase it entirely. He is driven by an overwhelming desire to erase himself from existence, feeling that only by wiping out the universe in a final cataclysm can he absolve himself of the guilt of being the harbinger of such destruction.
Raum is a manipulator and a puppet master, using his prophetic powers to subtly steer events toward apocalyptic conclusions, even while he remains physically detached from direct conflict. He is not easily found, often dwelling in his forsaken realm, Dizalakine, the Gate of Entropy, where the very fabric of existence unravels in his wake.
He is a figure of dread and an object of worship to cultists who embrace chaos and doom, but even among his followers, his ultimate goals are misunderstood or simply ignored. Many hope to use his knowledge for personal gain, unaware that Raum views their existence as a fleeting distraction in his ultimate quest for oblivion.
Challenge Rating: 32 (150,000 XP)
Raum, Demon Prince of Apocalypse
Raum was born a full-fledged demon prince in the future, a breath before the multiversal apocalypse eagerly awaited by followers of Abaddon and Astaroth. Since then, he’s aged in reverses as time passes, Raum becomes more knowledgeable about the future that only he has experienced.

Originally from The Book of Fiends
Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb
Harbinger of the Apocalypse
Layer: Dizalakine, the Gate of Entropy
Areas of Concern: Finality, extinction, the future
Domains: Catastrophe, Destiny, Evil, Prophecy
Favored Weapon: Quarterstaff
Always honored as a herald of the coming doom and a patron of hopelessness, Raum’s unique perspective on things to come has of late made him a paragon of prophecy. Soothsayers, prognosticators, and fortune tellers turn to Raum for information about the future, which he’s willing to share, for a price.
The Harbinger of the Apocalypse obscures himself in voluminous gray robes, which hide a deteriorating form that grows more decrepit with each passing year. Raum doesn’t understand why he’s aging, but he expects to fade from existence entirely within the decade, and the suspicion that he has not yet fulfilled the ‘purpose’ of his creation now drives virtually all of his decisions and actions. After centuries of contemplation, he’s come to the conclusion that he was created by the Lords of Good to prevent the apocalypse as a sort of ‘sleeper’ agent within the Abyss. His preferred means of doing so, however, reveals his chaotic evil nature.
Raum hopes to use his knowledge of future catastrophes to trigger an apocalypse in the present – a suicidal bid to prevent himself from ever having existed in the first place. The multiverse would be destroyed somewhat earlier, but at least Raum would have prevented the later annihilation of all that is. Further, by erasing himself from creation he could be absolved of the sin of wiping out the multiverse. Already heavy with the guilt of being involved in any apocalypse at all, Raum views the absolution of nothingness as the only reward worth fighting for anymore.
He long ago stopped active defense of Dizalakine, his personal layer of the Abyss. No demonic armies guard its gate and borders, and the prince exerts none of his energies fortifying the layer’s natural defenses. The place would be completely overrun by invaders if not for the fact that Dizalakine offers nothing to its occupier – no cities, no resources of great (or even modest) value, and no indigenous life worth stealing or enslaving.
Forlorn, windswept, and ignored, the flat plains of the so-called Gate of Entropy stand awaiting a new lord, passed over time and again by would-be usurpers simply because the current tenant allowed things to get so bad that the dregs are hardly worth bothering with. Raum himself occasionally strolls the darkened plains, crying softly to himself while engaging in sad conversations with remembered friends who have yet to be born.
Among the mad are some who have not so much lost their minds as touched upon a piece of information or vision of truth that forever changes the way they view the world. Often the madness manifests as strange voices, hallucinations, or paranoia. Sometimes it instead produces visions: hazy, half-understood images of the future.
Those lunatics whose predictions bear fruit are known as Children of Raum, in homage to the demon prince’s double patronage of the future and hopeless causes. The Children (those sane enough to function in society, at any rate) dominate Raum’s cult, which also teems with seers and fortune tellers, including a fair number of charlatans. Few openly admire the Harbinger’s apocalyptic goals (naïvely viewing these as a ‘minor’ aspect of his patronage), but all adore chaos and anarchy. They frequently spur on natural and political catastrophes, directly in service of Raum or because it’s simply their nature to do so.
Obedience
A thaumaturge in service to Raum must perform a daily card reading for one other sentient creature. The process takes at least an hour, at the end of which the thaumaturge chooses one random card from a 22-card subset to represent the ‘fate’ card for the subject of the reading. (Use the Major Arcana of a modern Tarot deck to simulate decks specific to your character.)
The card is seen as ominous, though the process does not in fact appear to be magical. After showing the card to the subject, the thaumaturge smears it in black ash and tears it in two. If the Death card is drawn, the thaumaturge must earnestly attempt to kill the subject within 24 hours or lose all spellcasting ability for 1d4 days. (Few Raumian thaumaturges advertise this aspect of their service.) When all 22 cards in the subset have been torn, the thaumaturge must replace them at a cost of 2 gp per deck. At the end of the reading, the thaumatuge’s daily spell allotment is replenished.
Raum, Demon Prince of Apocalypse
![By Found at [1]. From en:Public domain image resources. Originally from en.wikipedia; description page is/was here., Public Domain, https://commons.wikimedia.org/w/index.php?curid=465637, Demon, Raum](https://spiralworlds.com/wp-content/uploads/2021/01/Wandering_jew-edited.jpg)
- CR: 30 (385,000 XP)
- Medium Outsider (Chaotic, Evil, Extraplanar)
- Hit Dice: 50d8+500 (725 hp)
- Initiative: +11 (Dex)
- Speed: 60 ft., fly 120 ft. (perfect)
- Armor Class: 49 (-1 size, +3 Dex, +37 natural), touch 12, flat-footed 46
- Base Attack/Grapple: +50/+70
- Attack: Entropy Staff +67 melee (2d6+17 plus 1d6 fire/chaos)
- Full Attack: Entropy Staff +67 melee (2d6+17 plus 1d6 fire/chaos)
- Space/Reach: 5 ft./5 ft.
- Special Attacks: Apocalyptic Wave, Aura of Entropy, Catastrophic Prophecy, Destructive Presence, Horrific Visions
- Special Qualities: Damage Reduction 20/epic and good, Immunities (fire, poison, acid, mind-affecting effects, magic), Spell Resistance 38, Regeneration 30 (if not destroyed by holy or epic weapons), Summon Minions, Legendary Resistance (3/day)
- Saves: Fort +25, Ref +26, Will +28
- Abilities: STR 30, DEX 16, CON 28, INT 28, WIS 24, CHA 34
- Skills: Bluff +53, Concentration +52, Diplomacy +44, Knowledge (arcana) +45, Knowledge (the planes) +45, Sense Motive +49, Spellcraft +45
- Feats: Combat Casting, Dodge, Great Fortitude, Improved Initiative, Leadership, Power Attack, Quicken Spell, Spell Penetration, Weapon Focus (staff)
- Climate/Terrain: Abyss (Dizalakine), any evil-aligned plane
- Organization: Solitary (typically surrounded by cultists and prophetic followers)
- Challenge Rating: 30
- Treasure: Triple standard (includes Entropy Staff)
- Alignment: Chaotic Evil
- Advancement: 51-75 HD (Large), 76-100 HD (Huge)
Combat
Raum’s combat tactics revolve around overwhelming his enemies with spells, debilitating effects, and his mastery over entropy. He will often begin a battle by using Horrific Visions to sow fear and confusion, followed by an Apocalyptic Wave to deal massive damage. He will then take advantage of his high Charisma and Intelligence to manipulate the battlefield, casting Catastrophic Prophecy on key enemies and summoning additional minions.
Apocalyptic Wave (Su)
Frequency: 1/day
Raum can unleash a wave of destructive energy in a 120-foot cone. All creatures in the area must make a DC 35 Reflex save or take 15d6 fire damage and be knocked prone. A successful save results in half damage and no knockdown. The wave is followed by an implosion effect, causing an additional 2d6 force damage to all creatures that fail their Reflex save.
Aura of Entropy (Su)
Raum radiates an aura of entropy within a 100-foot radius. All creatures within this area suffer a -2 penalty to AC and damage rolls, and take 2d6 points of unholy damage at the start of their turn. Evil-aligned creatures gain +2 to attack rolls within this aura, but those who aren’t aligned with Chaos or Evil will find their actions disoriented, losing all Dexterity bonuses to AC and saving throws while in the area.
Catastrophic Prophecy (Su)
Raum can manipulate time and foresight to predict an enemy’s demise, driving them into madness. As a standard action, Raum can force an enemy within 60 feet to make a DC 35 Will save or become paralyzed with visions of their death. A paralyzed target suffers 1d6 points of damage per round as their fear of the future intensifies, lasting up to 1d6 rounds. This effect cannot be dispelled or negated.
Destructive Presence (Su)
Raum’s mere presence distorts the natural order, causing destruction in its wake. All creatures within a 50-foot radius suffer 1d8 points of damage per round as reality itself seems to break down. Additionally, creatures that fail a DC 35 Fortitude save are affected by a banshee-like wail and must immediately make a DC 35 Will save or become frightened for 1d4 rounds.
Horrific Visions (Su)
As a full-round action, Raum can cause a single creature within 120 feet to experience prophetic visions of catastrophe, resulting in 2d6 points of psychic damage. The target must succeed at a DC 35 Will save or be rendered shaken for 1 minute. If the creature fails by 5 or more, it is instead frightened for 1 minute and suffers an additional 2d6 psychic damage.
Legendary Resistance (3/Day)
If Raum fails a saving throw, he can choose to succeed instead. He can use this ability up to three times per day.
Regeneration (Ex)
Raum regenerates 30 hit points per round unless he takes damage from a good-aligned or epic weapon, or from spells or effects of similar power.
Spell-Like Abilities (Sp)
At will—Divination, Teleport, Plane Shift
3/day—Meteor Swarm, Foresight, Wish
1/day—Time Stop
Summon Minions (Sp)
Raum can summon 1d6+2 abyssal creatures (up to CR 15) to assist him in battle. The creatures arrive in 1d6+1 rounds and serve Raum until destroyed or dismissed. Raum can also summon 1d4+1 of his Children of Raum—followers dedicated to his apocalyptic cause—who act as his spies and agents.
Weaknesses and Vulnerabilities
- Lawful Good and Holy Attacks: While Raum is immensely powerful, his chaotic and evil nature makes him particularly vulnerable to holy attacks and lawful energy. Spells like Holy Word, Dispel Evil, and Holy Smite deal double damage to him.
- Time Distortion: Raum is constantly shifting through time, making him unpredictable. However, creatures who use magic that can stabilize time or slow down time can force Raum into more vulnerable moments, causing him to momentarily “freeze” in the wrong era.
Lore
Raum was born as a full-fledged Demon Prince, crafted as an agent of destruction to bring about the end of the multiverse. As a being who knows of both the future and his own inevitable demise, he exists in a state of emotional turmoil, hoping to use his knowledge of cataclysmic events to destroy everything in a bid to escape his own existence. His twisted sense of self-preservation leads him to plot apocalyptic events, always seeking a way to prevent his own inevitable dissolution, even if it means ending existence itself.