Amon, Deposed Duke of Hell
Amon, the Deposed Duke of Hell, is a fearsome wolf-headed warlord, a fallen infernal noble whose exile fuels his relentless thirst for vengeance and power.

Amon, once a mighty Duke of Hell, stands as a symbol of fallen nobility and relentless ambition. Towering and wolf-headed, this fierce warlord commands both fear and respect, embodying the tragic saga of exile, vengeance, and a burning desire to reclaim lost honor. His story is one of power wrested away, bitter betrayal, and an unyielding drive to reshape his destiny amidst the infernal hierarchy’s deadly politics.
Life Story and Origins
Amon’s origins are shrouded in infernal mystery, but his rise to prominence is unmistakable. Born from the fiery depths of the Nine Hells, he ascended through the ranks under the tutelage and command of the archduke Geryon, a powerful lord of the infernal realms. Known among his peers as “Amon the Wolf,” his fearsome wolf-headed visage and commanding presence made him an imposing figure on any battlefield or council.
Initially a loyal lieutenant, Amon’s prowess in battle and strategic mind earned him the prestigious title of Duke—one of the highest ranks beneath the archdukes themselves. His bond with his winter wolf companion, Soulfang, symbolized his deep connection to his primal nature and his role as a warrior.
However, the political landscape of Hell is treacherous and volatile. During the tumultuous Reckoning of Hell, a massive infernal upheaval that sought to rebalance power and purge dissenters, Amon was betrayed and deposed. Stripped of his title and cast out into exile, his name was blackened in the annals of infernal history.
Major Events and Exploits
- The Reckoning of Hell: This cataclysmic event reshaped Hell’s hierarchy and saw Amon’s fall from grace. Though once a commanding duke, he was outmaneuvered by rival powers and expelled from the infernal courts.
- Exile and Vengeance: In exile, Amon’s fire did not die. Instead, it burned hotter. He forged new alliances among outcast fiends and lesser demons, building a covert force with which to one day reclaim his lost dominion.
- The Bond with Soulfang: Throughout his trials, Amon’s winter wolf companion, Soulfang, remained steadfast, a living emblem of loyalty and primal strength that reinforced Amon’s fearsome reputation.
- Skirmishes and Retribution: Amon has led numerous guerrilla assaults against his enemies within Hell, striking with ferocity to destabilize rival factions and gather intelligence. His raids are legendary, combining brute force with cunning tactics.
Key Achievements
- Rising from a lieutenant to a Duke, Amon mastered both war and infernal politics, commanding legions and wielding influence.
- Surviving the deadly Reckoning of Hell, Amon adapted to exile, transforming from a fallen noble into a symbol of insurgency and hope for other outcasts.
- Maintaining the loyalty of powerful infernal allies and his winter wolf Soulfang, he carved a path to power through sheer will and strategic brilliance.
- Becoming a living legend among fiends—a wolf-headed figure whose name inspires both dread and respect across the infernal planes.
Character Analysis: Fears, Motivations, and Ultimate Goals
Fears:
Amon’s greatest fear is eternal oblivion—being erased completely from Hell’s memory and history. His exile was not only a loss of power but a threat to his very existence as a force of reckoning and influence.
Motivations:
Driven by a fierce pride and deep sense of betrayal, Amon’s core motivation is to reclaim his dukedom and restore his honor. He believes that strength is the only currency that matters in Hell, and that through war and cunning, he can rewrite his fate.
Ultimate Goals:
Amon’s ultimate goal is a full restoration—not just of his title, but of his status as a dominant power within the infernal hierarchy. He aims to topple those who betrayed him, reshape Hell’s political landscape, and establish a reign marked by ruthless order and unchallenged might.
Personality Traits:
- Relentless: Amon never gives up, even when faced with overwhelming odds. His endurance and tenacity are his greatest weapons.
- Strategic: More than just brute force, he employs tactical brilliance, using guile and surprise to outwit stronger foes.
- Loyal: His loyalty to Soulfang and those few he trusts is unwavering, a rare softness in an otherwise brutal existence.
- Haunted: Beneath his fierce exterior lies a tormented spirit, struggling with his fall from grace and the heavy burden of vengeance.
Significance and Uniqueness
Amon’s story resonates because it is a tale of loss, resilience, and ambition in one of fantasy’s harshest realms. Unlike many infernal lords who sit comfortably atop their thrones, Amon is defined by his fall and fight back—making him a symbol of rebellion and the enduring spirit of power denied. His wolf-headed form and bond with a winter wolf add primal mystique, setting him apart visually and thematically in the world of infernal nobility.
In a realm where loyalty is fleeting and power is brutal, Amon’s combination of raw strength, cunning, and emotional depth makes him a uniquely compelling figure—one whose saga continues to echo through Hell’s dark corridors, inspiring fear in enemies and hope in those who dare to defy the infernal order.

Amon 5e
Soulfang 5e
Amon, 5e
Amon, Pathfinder
Amon, the Deposed Duke of Hell

Large Fiend (Devil), Lawful Evil
Armor Class 24 (Infernal Plate, Shield)
Hit Points 695 (41d12 + 451)
Speed 50 ft., fly 50 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 22 (+6) | 29 (+9) | 25 (+7) | 23 (+6) | 27 (+8) |
Saving Throws Str +18, Dex +14, Con +17, Int +15, Wis +14, Cha +16
Skills Athletics +18, Insight +14, Intimidation +16, Perception +14, Persuasion +16
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages Infernal, Common, telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Fiendish Traits
- Magic Resistance. Amon has advantage on saving throws against spells and magical effects.
- Magic Weapons. Amon’s weapon attacks are magical.
- Infernal Aura. Hostile creatures within 20 feet of Amon have disadvantage on saving throws against fear and fire damage.
- Soulfang’s Bond. Amon fights alongside Soulfang, a CR 20 legendary winter wolf. Soulfang acts on Amon’s initiative count but takes its own actions. While Soulfang threatens a target, Amon has advantage on melee attacks against it.
Spellcasting
Amon is a 20th-level spellcaster (Charisma-based, spell save DC 24, +16 to hit with spell attacks). He requires no material components.
- At will: command, hellish rebuke, wall of fire
- 3/day each: fire storm, hold monster, telekinesis, wall of ice
- 2/day each: meteor swarm, power word stun
- 1/day each: power word kill, time stop
Actions
Multiattack. Amon makes three attacks with Hellfang, the Infernal Mace, or two attacks and one Infernal Roar.
Hellfang, the Infernal Mace. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 32 (4d10 + 10) bludgeoning damage plus 27 (6d8) fire damage. The target must succeed on a DC 24 Strength saving throw or be knocked prone.
Infernal Roar (Recharge 5–6). A wolf-headed bellow infused with hellfire. Each creature of Amon’s choice within 90 feet must succeed on a DC 24 Wisdom saving throw or take 55 (10d10) fire damage and be frightened for 1 minute (save ends at end of turns).
Soulflame Breath (Recharge 6). A 60-foot cone of black-blue flame. DC 24 Dexterity save; 88 (16d10) cold and fire damage on a failure, half on success.
Reactions
Parry. Amon adds +8 to AC against one melee attack that would hit him.
Retaliatory Flame. When hit by a melee attack, Amon can deal 27 (6d8) fire damage to the attacker.
Legendary Actions
Amon can take 3 legendary actions, only one at a time and only at the end of another creature’s turn.
- Move. Amon moves up to half his speed without provoking opportunity attacks.
- Mace Attack. Amon makes one Hellfang attack.
- Command Soulfang (Costs 2 Actions). Soulfang makes a bite attack.
- Howl of Dominion (Costs 3 Actions). All hostile creatures within 30 feet must succeed on a DC 24 Charisma saving throw or be compelled to kneel until the end of Amon’s next turn.
Lair Actions
On initiative count 20 (losing ties), Amon can take one of the following lair actions:
- Summon 1d4 barbed devils or 1d2 ice devils in unoccupied spaces.
- Cause a 40-foot-radius section of ground to erupt in infernal flames; DC 24 Dexterity save or take 33 (6d10) fire damage.
- Freeze the air in a 60-foot cone; DC 24 Constitution save or be restrained in ice until Amon’s next turn.
Regional Effects
The area within 6 miles of Amon’s lair is warped by his essence:
- The temperature fluctuates violently between searing heat and biting cold.
- Wolves, winter wolves, and hell hounds become unnaturally aggressive and may serve him.
- Non-evil creatures that complete a long rest here must succeed on a DC 20 Wisdom save or gain no benefit due to violent nightmares.
These effects fade 1d10 days after Amon’s death.
Combat Tactics
Amon begins with time stop to position himself and Soulfang, then opens with Infernal Roar to scatter enemies. He uses Soulflame Breath early to force spread, then prioritizes high-damage melee with Hellfang while Soulfang flanks. Against spellcasters, he uses hold monster or power word stun, then focuses melee pressure. In lair battles, he alternates between flame and ice control to disrupt formations. Below half HP, Amon becomes reckless, using legendary actions every turn to keep constant pressure and force errors.
Amon, Deposed Duke of Hell

Kain’s 5e Monstrous Manual – Page 38 – Dicefreaks (tapatalk.com)
Large fiend, lawful evil
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Armor Class 19 (natural)
Hit Points 408 (24d10 + 168)
Speed 40 ft.
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STR 26 (+8) DEX 14 (+2) CON 24 (+7) INT 19 (+4) WIS 20 (+5) CHA 24 (+7)
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Saving Throws Dex +9, Con +14, Wis +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities cold, fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Treasure +3 adamantine mace of impact
Challenge 21 (33,000 XP)
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Fear Aura. Any creature hostile to Amon that starts its turn within 20 feet of him must make a DC 22 Wisdom saving throw, unless Amon is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Amon’s Fear Aura for the next 24 hours.
Magic Resistance. Amon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Amon’s weapon attacks are magical.
Innate Spellcasting. Amon’s spellcasting ability is Charisma (spell save DC 22). Amon can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, fireball, polymorph
3/day each: fly, hold monster, suggestion, wall of ice
1/day each: limited wish, symbol
ACTIONS
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Multiattack. Amon makes four attacks: one with his bite and three with his mace. If disarmed, he can make two claw attacks instead of his mace attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mace. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (4d6 + 11) bludgeoning damage. The mace threatens a critical hit on a roll of 18-20.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
LEGENDARY ACTIONS
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Amon 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. Amon regains spent legendary actions at the start of his turn.
Call Devils. Amon summons a gelugon or two osyluth. If Amon uses this ability multiple times, the previous devils return from whence they came.
Freezing Blow Amon makes an attack with his mace. If successful, the attack deals 21 (6d6) additional cold damage.
Recover. (Costs 2 actions) Amon heals 18 (2d10 + 7) hit points, and removes any of the following conditions: Blinded, Charmed, Deafened, Frightened or Petrified.
Amon, Deposed Duke of Hell

This wolf-headed humanoid stands at least 9 or 10 feet tall. His fur is brownish-black and his eyes and teeth are yellow. His great clawed hands are brownish in color and covered in shaggy fur.
Amon CR 25
XP 1,640,000
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., detect good, detect magic, see invisibility, see in darkness; Perception +42
DEFENSE
AC 44, touch 24, flat-footed 36 (+8 Dex, +20 natural, +7 profane, –1 size)
hp 434 (28d10+280); regeneration 10 (good, silver)
Fort +21, Ref +24, Will +25
DR 20/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 36
OFFENSE
Speed 60 ft.
Melee Huge +4 axiomatic thundering heavy mace +45/+40/+35/+30 (3d6+30/19–20), bite +35 (2d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks fear gaze (30 ft., Will DC 31, affected by fear spell)
Spell-Like Abilities (CL 20th)
Constant—detect good, detect magic, read magic, see invisibility, unholy aura (DC 25)
At will—animate dead, blasphemy (DC 24), charm monster (DC 21), desecrate, dimensional anchor, fireball (DC 20), fly, geas/quest (DC 23), greater dispel magic, greater invisibility (DC 21), greater teleport (self plus 50 pounds of objects only), magic circle against good, polymorph, produce flame, suggestion (DC 20), tongues, unhallow (DC 22), unholy aura (DC 25), wall of ice (DC 21)
2/day—summon (level 9, 4d10 lemures or nupperibos, 2d4 bone devils, 1d4 barbed devils, or 1 ghaddar devil or pit fiend 100%)
1/day—symbol of weakness (DC 24), summon (level 9, 40 HD of wolves, worgs, winter wolves, or dire wolves 100%)
TACTICS
Amon begins combat with his fear gaze. Unaffected creatures are subjected to a barrage of spell-like abilities and physical attacks with his mace. If combat is going against him, he summons his wolf companions or other devils to aid him or cover his escape.
STATISTICS
Str 36, Dex 27, Con 31, Int 26, Wis 25, Cha 25
Base Atk +28; CMB +42; CMD 67
Feats Alertness, Blind-Fight, Cleave, Critical Focus, Great Cleave, Great Fortitude, Improved Critical (heavy mace), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike, Weapon Focus (heavy mace)
Skills Acrobatics +39, Bluff +38, Climb +41, Diplomacy +38, Escape Artist +36, Intimidate +38, Knowledge (arcana) +36, Knowledge (local) +39, Knowledge (planes) +39, Knowledge (religion) +36, Perception +42, Sense Motive +42, Stealth +35, Survival +35
Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal; telepathy 100 ft.
SQ control wolves
Gear Craver
SPECIAL ABILITIES
Control Wolves (Su)
Amon can control up to 40 HD of wolves, worgs, winter wolves, or dire wolves to a range of 1 mile. This is otherwise similar to a control undead spell cast by a 20th-level sorcerer and does not count against his 40 HD summoning limit (unless Amon summoned the creatures).
Fear Gaze (Su)
A creature that successfully saves against Amon’s fear gaze cannot be affected again for one day. The save DC is Charisma-based.
GEAR
Unique Item: Craver
Amon’s unique oversized weapon Craver is a Huge +4 axiomatic thundering heavy mace.
In Duke Amon’s hands Craver deals double his Strength bonus to damage in addition to its +4 enhancement bonus when he uses it two-handed (+30 total). He is able to use Craver without penalty.
ECOLOGY
Environment any (Hell)
Organization solitary or troupe (Amon plus one 18-HD winter wolf, 4–8 bone devils, and 3–7 dire wolves or 5–12 wolves)
Treasure double standard
Amon is a vassal in service to Geryon, commanding no less than 3 legions of bone devils. He is completely loyal to the Great Serpent and never questions his post. On more than one occasion an arch-devil has tried to dupe Amon into betraying his lord, but such attempts always fail. Amon’s iron citadel Harrowcourt sits high on a flat-topped mountain within the domain of Hell’s fifth plane. It is a great, dark place filled with devils, wolves, and creatures far worse.
Amon stands 9 feet tall and weighs about 600 pounds.
Section 15: Copyright Notice
Amon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
Soulfang, Legendary Winter Wolf

Huge Monstrosity, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 472 (32d12 + 288)
Speed 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 18 (+4) | 28 (+9) | 10 (+0) | 20 (+5) | 14 (+2) |
Saving Throws Str +17, Dex +12, Con +17, Wis +13
Skills Perception +13, Stealth +12, Survival +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 60 ft., passive Perception 23
Languages understands Infernal and Common, telepathy with Amon 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +7
Traits
Keen Hearing and Smell. Soulfang has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Soulfang has advantage on attack rolls against a creature if at least one of Soulfang’s allies is within 5 feet of the creature and isn’t incapacitated.
Bonded to Amon. While within 60 feet of Amon, Soulfang has advantage on saving throws. If Amon is reduced to 0 hit points, Soulfang immediately gains advantage on all attack and damage rolls for 1 minute.
Actions
Multiattack. Soulfang makes two attacks: one with Bite and one with Claw.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 36 (5d10 + 9) piercing damage plus 18 (4d8) cold damage. The target must succeed on a DC 24 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target.
Hit: 28 (4d8 + 9) slashing damage.
Soulfreeze Breath (Recharge 5–6). Soulfang exhales freezing hellfire in a 60-foot cone. Each creature in the area must make a DC 24 Constitution saving throw, taking 72 (16d8) cold and fire damage on a failed save, or half as much on a success. On a failed save, the creature is also restrained in ice until the end of its next turn.
Reactions
Intercept. When a creature within 5 feet of Amon is hit by an attack, Soulfang can impose disadvantage on the attack roll.
Legendary Actions
Soulfang 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. Soulfang regains spent legendary actions at the start of his turn.
- Move. Soulfang moves up to half his speed without provoking opportunity attacks.
- Claw Attack. Soulfang makes one Claw attack.
- Froststep (Costs 2 Actions). Soulfang teleports to an unoccupied space within 30 feet, leaving behind a burst of icy shards. Each creature within 10 feet of the space must make a DC 24 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save.
- Coordinated Strike (Costs 3 Actions). Soulfang makes a Bite attack. If the target is within Amon’s reach, Amon can use his reaction to make one Hellfang attack against that target.
Combat Tactics
Soulfang operates as Amon’s enforcer and battlefield predator, using Pack Tactics to maximize their combined damage output. He uses Froststep to rapidly reposition into flanking spots or cut off fleeing enemies, while Intercept keeps Amon safe from dangerous blows. If Amon falls, Soulfang abandons all caution, becoming a relentless engine of destruction until he or his enemies are dead.
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