Demon, Retriever, the Hellforged Harvester of Souls
“The Retriever: a relentless demonic hunter armed with eye lasers, built to chase you across planes and drag you back—dead or alive.”

“You don’t run from a retriever—you delay the inevitable.”
— Alzahr Varn, Planeswalker and last known target
A Retriever is a towering, nightmarish amalgam of demon and construct, resembling a monstrous, six-legged spider forged from blackened iron and Abyssal bone. Its carapace is jagged with infernal glyphs, pulsing faintly with unholy energy. Four glowing eyes—each capable of unleashing devastating arcane beams—stare unblinking from its skull-like face. Serrated forelegs glint like massive scythes, and its bulk moves with terrifying mechanical precision, limbs hissing with infernal hydraulics as it scuttles over any terrain, including vertical surfaces.
Behavior
Retrievers are single-minded hunters, operating with terrifying focus and persistence. They do not communicate, do not hesitate, and do not deviate from their quarry. Lacking true intelligence, they exhibit no curiosity or malice—only purpose. They will engage and eliminate any obstacle that delays its pursuit but will otherwise ignore distractions. If its target dies or escapes the plane, the retriever halts until redirected by its creator. Despite their limited minds, they demonstrate rudimentary problem-solving in the service of their goal, such as bypassing locked doors or choosing faster paths.
Habitat
Although native to the Abyss, retrievers are not bound to any lair. They are summoned, crafted, and deployed by demon lords—especially Lolth and Graz’zt—to operate on any plane. When not active, retrievers are typically stored in arcane vaults, chained pits, or dormant beneath vast ziggurats in the Abyss, where they remain motionless and silent until reactivated. They leave scorched footprints and a palpable sense of dread wherever they go, corrupting the area around them with Abyssal residue.
Modus Operandi
A retriever operates with surgical efficiency: it designates a single target via abyssal command and locks onto it across planes using unerring extraplanar tracking. Once activated, it will travel across the multiverse, breaking through portals or clawing through dimensional walls to reach its prey. In combat, it opens with its eye rays, attempting to disable, petrify, or disintegrate the target, then closes the distance to finish the job with brutal melee strikes. If its goal is to retrieve rather than kill, it will incapacitate the target and drag them back—bound in necrotic webbing.
Motivation
A retriever has no personal desires or will. It is a living weapon, created by demon lords to enforce their will across realities. Its only drive is to fulfill its directive. However, some arcane scholars speculate that the longer a retriever operates outside the Abyss, the more it accumulates residual memory, occasionally hesitating or reacting with brief, uncanny malice—as if flickers of a soul might be forming where none should exist.
Retriever 5e
Retriever, Pathfinder
Retriever 3.5
Retriever

Large Fiend (Demon), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 17 (+3) | 20 (+5) | 3 (−4) | 11 (+0) | 5 (−3) |
Saving Throws Dexterity +8, Constitution +10, Wisdom +5
Skills Perception +5
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 15
Languages Understands Abyssal but can’t speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits
Magic Resistance. The retriever has advantage on saving throws against spells and other magical effects.
Plane Tracker. The retriever always knows the direction and plane of existence of a creature it has designated as its target using Designate Quarry.
Designate Quarry (1/Day)
As a bonus action, the retriever magically designates one creature it can see as its quarry. The creature must be on the same plane. For the next 7 days, the retriever knows the target’s direction and current plane at all times, and that target has disadvantage on saving throws against the retriever’s Eye Rays.
If the retriever reduces its quarry to 0 hit points, it can choose to knock them unconscious instead of killing them.
Actions
Multiattack. The retriever makes four attacks: two with its Foreleg Slash and two with Force Beam or Eye Rays (if available).
Foreleg Slash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) slashing damage.
Force Beam. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
Hit: 20 (4d8 + 2) force damage. This magical blast cuts through cover and magical barriers alike.
Eye Rays (Recharge 5–6).
The retriever fires two of the following magical eye rays, choosing different targets within 60 feet.
- Paralysis Ray. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target may repeat the saving throw at the end of each of its turns.
- Petrification Ray. The target must succeed on a DC 16 Dexterity saving throw or begin turning to stone. On a failed save, the target is restrained. At the end of its next turn, it must make a DC 16 Constitution saving throw. On a failure, the creature is petrified.
- Sleep Ray. The target must succeed on a DC 16 Wisdom saving throw or fall unconscious for 1 minute. The effect ends early if the creature takes damage or another creature uses an action to wake it.
- Disintegration Ray. The target must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. On a success, it takes half damage.
Tactical Note: The retriever prioritizes disabling or capturing its designated quarry using Sleep or Paralysis rays.
Optional Legendary Actions
The retriever can take 1 legendary action, 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 retriever regains spent legendary actions at the start of its turn.
- Scuttle (1 Action). The retriever moves up to half its speed without provoking opportunity attacks.
- Laser Snap (1 Action). The retriever makes one Force Beam attack.
- Reactive Scan (2 Actions). The retriever uses Eye Rays (if available) on a creature that damaged it this round.
Combat Tactics
- Initiation: Begins combat by using Designate Quarry on the most important target (often a spellcaster, noble, or mission-critical NPC/PC).
- Priority: Focuses disabling rays on the quarry. If the quarry is downed, the retriever shifts to lethal force against anything obstructing its extraction.
- Target Focused: Ignores non-threats unless directly obstructed. It will destroy walls, doors, and terrain to reach its quarry.
- Persistence: The retriever will cross planes, bypass magical barriers, and march through armies if necessary to retrieve its designated target.
Retriever

It specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. A retriever has a body the size of an ox, with legs spanning more than 14 feet. It weighs about 6,500 pounds.
Retriever | |
Huge construct (Extraplanar) | |
Hit Dice | 10d10+80 (135 hp) |
Initiative | +3 |
Speed | 50 ft. (10 squares) |
Armor Class | 21 (-2 size, +3 Dexterity, +10 natural), touch 11, flat-footed 18 |
Base Attack/Grapple | +7/+25 |
Attack | Claw +15 melee (2d6+10) and eye ray +8 ranged touch |
Full Attack | 4 claws +15 melee (2d6+10) and bite +10 melee (1d8+5) and eye ray +8 ranged touch |
Space/Reach | 15 ft./10ft. |
Special Attacks | Eyerays, find target, improved grab |
Special Qualities | construct traits, Darkvision 60 ft., fast healing 5, Low-Light Vision |
Saves | Fort +3, Ref +6, Will +3 |
Abilities | Strength 31, Dexterity 17, Constitution -, Intelligence -, Wisdom 11, Charisma 1 |
Skills | – |
Feats | – |
Environment | A chaotic evil-aligned plane |
Organization | Solitary |
Challenge Rating | 11 |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | 11-15 HD (Huge); 16-30 HD (Gargantuan) |
Level Adjustment | – |
Combat
Retrievers attack with four claws, but their eye rays are far more deadly.
Eye Rays (Su): A retriever’s eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks.
The save DC for all rays is 18. The save DC is Dexterity-based.
The four eye effects are:
- Fire: Deals 12d6 points of fire damage to the target (Reflex half ).
- Cold: Deals 12d6 points of cold damage to the target (Reflex half ).
- Electricity: Deals 12d6 points of electricity damage to the target (Reflex half ).
- Petrification: The target must succeed on a Fortitude save or turn to stone permanently.
Find Target (Sp): When ordered to find an item or a creature, a retriever does so unerringly, as though guided by discern location.
The being giving the order must have seen (or must have an item belonging to) the creature to be found, or must have touched the object to be located. This ability is the equivalent of an 8th-level spell.
Improved Grab (Ex): To use this ability, a retriever must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and grips the opponent fast in its mouth. This is the method by which it usually “retrieves” things.
Retriever Demon Automaton

N Large Construct
CR 9
XP 6,400
Init +4; Senses darkvision 60 ft., low-light vision, Perception +17
DEFENSE
- AC 24, touch 12, flat-footed 21 (–1 size, +3 Dex, +12 natural)
- hp 95 (10d10+30)
- Fort +1, Ref +8, Will +4
- DR 10/adamantine
- Immune construct traits (immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy, and any effect requiring a Fortitude save unless it also affects objects)
- Resist fire 10
- SR 18
OFFENSE
- Speed 40 ft., climb 40 ft.
- Melee
- 2 Foreleg Claws +14 (2d6+6/19–20)
- 4 Hindleg Slams +10 (1d8+3)
- Ranged Laser Bolt +11 ranged touch (4d6 electricity)
- Space/Reach 10 ft./10 ft.
- Special Attacks
- Eye Ray 3/day (60 ft. range, ranged touch attack, DC 17)
- Paralysis Ray (Su): Target must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds.
- Petrification Ray (Su): Target must succeed on a DC 17 Reflex save or be restrained. A restrained creature that fails a second DC 17 Fort save at the end of its next turn is petrified (as stone).
- Disintegration Ray (Su): Target must succeed on a DC 19 Reflex save or take 8d6+12 points of damage. If this damage reduces the target to 0 hp, it is disintegrated (as per the disintegrate spell).
- Eye Ray 3/day (60 ft. range, ranged touch attack, DC 17)
STATISTICS
- Str 19, Dex 16, Con —, Int 3, Wis 12, Cha 1
- Base Atk +10; CMB +14; CMD 26
- Feats Improved Initiative, Weapon Focus (claw), Multiattack
- Skills
- Climb +18 (racial +8), Perception +17 (racial +8), Stealth +7 (–4 size, +3 Dex, +8 racial)
- SQ Construct Traits, Immutable Form, Magic Attack (+2)
SPECIAL ABILITIES
- Construct Traits (Ex):
- Immunity to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy, and any effect that requires a Fortitude save (unless it also affects objects).
- Retrievers do not breathe, eat, or sleep, and cannot be flanked.
- Immutable Form (Ex):
- A retriever cannot be visually altered by illusions or polymorph effects (though it still can be bull rushed or repositioned).
- Magic Attack (Ex):
- Treat all melee and ranged weapon attacks as magical for the purpose of overcoming damage reduction.
- Laser Bolt (Sp):
- As a standard action, the retriever fires a concentrated beam of crackling lightning. Ranged touch attack, 60 ft. (4d6 electricity).
- Spell Resistance (Ex): 18
- Damage Reduction (Ex): 10/adamantine
TACTICS
- Before Combat:
- The retriever lurks hidden in dimly lit areas (often on ceilings or behind pillars) and uses Stealth to delay its reveal until it can fire its first Eye Ray at advantage.
- During Combat:
- Opening Salvo: The retriever typically begins by closing distance to any caster or spellcaster, attempting a high-precision Paralysis Ray or Petrification Ray to incapacitate priority targets.
- Laser Bolt/Wave: If no critical targets present, it uses Laser Bolt to harry opponents at range, forcing them into cover or disrupting concentration.
- Close-quarters Assault: Once within 30 ft., it shifts tactics—alternating between Foreleg Claws and Hindleg Slams, relying on Multiattack to keep several foes off balance.
- Finisher: When an enemy is weakened or paralyzed, the retriever employs its Disintegration Ray to prune fleeing or hiding opponents.
- Morale:
- Retrievers do not flee. They continue their mission until destroyed or until their assigned quarry is either captured (reduced to 0 hp but not killed) or removed from their designated plane.
ECOLOGY
- Environment: Any land or subterranean (often summoned through planar gates in ruined temples or demon-forged strongholds)
- Organization: Solitary or Pair (2 retrievers working in tandem; each focuses on a separate target or flanks from opposite sides)
- Treasure: None (retrievers carry no treasure; their creators sometimes equip them with sleeping chains, manacles, or soul-bound shackles for captured targets)
- Alignment: Always Neutral Evil
- Advancement: —
DESCRIPTION & LORE
Appearance:
A Retriver is a relentless fusion of dark iron and malevolent magic. Its eight limbs terminate in razor-sharpened claws, each joint ringed by faintly glowing Abyssal runes. Its carapace, embossed with infernal inscriptions, appears scorched and dented as if it has hunted countless foes. Four unblinking eyes—emerald, ruby, sapphire, and alabaster—hover in a slight arc along its mask-like face, each eye capable of unleashing a different lethal ray.
Behavior:
Retrievers are single-minded hunters, created by demon lords or archdevils to locate and apprehend specific targets—frequently runaway souls, escaped slaves, or stolen artifacts. They possess no fear, no remorse, and no capacity for mercy. A retriever viewed once by its quarry never forgets, tracking its designated victim across forests, mountains, and even planar barriers. If a retriever’s quarry dies or is removed from its designated plane, it ceases active hunting and waits in stasis for new orders.
Habitat:
Though usually summoned from the Abyss retrievers can be deployed onto the Material Plane through temporary planar rifts or demon-forged summoning circles. They most often appear in ruined temples, abandoned fortresses, or ancient battlefields—places still tainted by strong magical currents.
Combat Modus Operandi:
- Eye First, Attack Second: The retriever’s priority is to disable or eliminate its quarry’s most dangerous ally (e.g., a healer or spellcaster) with its Eye Ray.
- Positional Control: Its long reach and climb speed allow it to ascend pillars or walls, cropping up unexpectedly above or behind enemies, then dropping to strike.
- Tireless Stalker: It never rests, never sleeps, and remains alert even when motionless—its eyes glimmer with power, ready to fire at the first hint of movement.
- Relentless Extraction: If its quarry is subdued but still alive, the retriever will place enchanted soul-shackles (worn on its central carapace) onto the target and drag them away—ignoring other opponents or obstacles that do not stand directly in its path.
Motivation:
Retrievers lack individual ambition; they exist solely to fulfill the will of their creator. Whether serving a demon prince, archdevil, or mortal archmage, a retriever’s only goal is to deliver its quarry—dead or alive. Rumor whispers that prolonged exposure to planar energies occasionally imprints fleeting memories from consumed souls onto the construct’s husk, occasionally producing ghostly whispers or brief stutters in its movements, as if something once living is trying to escape.
Tactical Summary for GMs
- Surprise Launch: Use Stealth and the terrain (collapsed ceilings, dark hallways) to conceal a retriever until it can assassinate or incapacitate a high-value target.
- Divide and Conquer: In groups, two retrievers can flank an adventuring party—one focusing on frontline fighters while the other hones in on spellcasters or healers.
- Planar Complications: If retrievers pursue foes across planar boundaries, reinforcements of cultists, abyssal horrors, or infernal agents often appear to assist them—escalating what might have begun as a simple “rescue the prisoner” mission into a full-scale demonic incursion.
- Weaknesses & Counters:
- Adamantine Weapons bypass its DR and make physical strikes more effective.
- Dispel Magic and Dimensional Anchor can sever its brief rift link, forcing it to spend rounds rematerializing if it’s been teleported or banished.
- Area-of-Effect Crowd Control (e.g., solid fog, grease, electric arcs) can hinder its mobility—slowing its advance and preventing it from picking off single targets at range.