Barregon – Gate Devil of the River Styx
“A grotesque sentinel of Hell’s thresholds, whose crocodilian maw and clawed, glowing hands drag the unwary into eternal torment.”

Appearance
The Barregon is a grotesque, winged humanoid, roughly the height of a small man but with a disproportionately large head and a cavernous, crocodilian mouth. Small, dead-white eyes glimmer from sickly mustard-colored scales, while its stunted body is shrouded in damp, immaculate robes. Only its long, dexterous, clawed hands are visible, glowing with a throbbing green aura. Every movement conveys predatory grace and unnatural menace.
Behaviour
Patient and calculating, Barregons prefer to capture and subdue intruders rather than kill outright. They hover silently, gurgling and hissing, and often exploit temporary servitude to manipulate or infiltrate mortal realms. Their intelligence and cunning make them adept at strategy, intimidation, and psychological torment.
Habitat
Barregons are native to Stygia, the fifth layer of the Nine Hells, where they patrol rivers, gates, and portals—especially along the River Styx. They are typically solitary but can operate in small teams alongside other devils.
Modus Operandi
They strike with clawed hands and sharp teeth, radiate fear, and summon lesser devils to overwhelm intruders. Barregons excel at subduing their victims and dragging them to Hell for torment, using intelligence and cunning over brute force whenever possible.
Motivation
Barregons are driven to guard the gates of Hell and maintain control over the River Styx, ensuring no soul escapes. While loyal to the infernal hierarchy, they also seize opportunities to expand their influence or gather knowledge from the mortal plane.
Barregon 5e 2024
Barregon, Pathfinder
Barregon 3.5
Barregon
Medium Fiend (Devil), Lawful Evil
Armor Class 20 (Natural Armor)
Hit Points 210 (28d8 + 84)
Speed 30 ft., Fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 18 (+4) | 18 (+4) | 18 (+4) | 20 (+5) | 18 (+4) |
Saving Throws Dex +9, Con +9, Wis +10, Cha +9
Skills Insight +10, Intimidation +9, Perception +10, Stealth +9
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 20
Languages Infernal, Celestial, Common, Draconic; Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
Devil’s Sight. Magical Darkness doesn’t impede the barregon’s Darkvision.
Magic Resistance. The barregon has Advantage on saving throws against spells and other magical effects.
Regeneration. The barregon regains 15 Hit Points at the start of its turn if it has at least 1 Hit Point. This trait doesn’t function at the start of its next turn if it took Radiant damage since its last turn.
Sealed Mind. The barregon is immune to effects that would reduce or alter its Intelligence, Wisdom, or Charisma scores, and it has Advantage on saving throws against effects that would Charm or Frighten it.
Fear Aura. At the start of each of the barregon’s turns, each creature of its choice within 10 feet must succeed on a DC 17 Wisdom saving throw or have the Frightened condition until the start of the barregon’s next turn. On a successful save, a creature is immune to this barregon’s Fear Aura for 24 hours.
Actions
Multiattack. The barregon makes two Claw attacks and one Bite attack.
Claw. Melee Attack Roll: +11, reach 5 ft.
Hit: 14 (2d6 + 6) Slashing damage plus 9 (2d8) Necrotic damage.
Bite. Melee Attack Roll: +11, reach 5 ft.
Hit: 19 (2d12 + 6) Piercing damage.
Amnesia Touch (Recharge 5–6). Melee Spell Attack: +9, reach 5 ft., one creature.
Hit: 27 (6d8) Psychic damage. The target must succeed on a DC 17 Intelligence saving throw or have its memories scrambled for 1 minute. While affected, the creature can’t cast spells, can’t understand language, and has Disadvantage on attack rolls and ability checks. The target repeats the save at the end of each of its turns, ending the effect on a success.
Fatigue Touch (Recharge 4–6). Melee Spell Attack: +9, reach 5 ft., one creature.
Hit: 22 (4d10) Necrotic damage. The target must succeed on a DC 17 Constitution saving throw or gain 1 level of Exhaustion.
Infernal Gatecall (1/Day). The barregon magically summons reinforcements, calling forth either 1 Horned Devil or 2d4 Bearded Devils. The devils appear in unoccupied spaces within 60 feet of the barregon, act on their own Initiative count, and remain for 10 minutes, until they or the barregon dies, or until dismissed (no action required).
Bonus Actions
Winged Surge. The barregon moves up to half its Fly Speed without provoking Opportunity Attacks.
Description
Barregons are the wardens of infernal thresholds—grotesque, winged devils entrusted with guarding Hell’s gates and patrolling the River Styx. Their oversized crocodilian maws, corpse-pale eyes, and damp ceremonial robes conceal calculating intellects and unwavering devotion to infernal law.
Unlike many devils, barregons prefer capture over slaughter. Those seized by these gatekeepers are stripped of memory, broken in spirit, and dragged screaming into the Lower Planes. Even when bound into mortal service, a barregon views every summoning as an opportunity to extend Hell’s dominion beyond its gates.
Barregon
This hunched, winged devil bears an enormous, crocodilian maw and corpse-pale eyes. Damp, immaculate robes cling to its stunted frame as sickly green light pulses from its clawed hands.
CR 15
XP 51,200
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +24
DEFENSE
AC 32, touch 17, flat-footed 25 (+7 Dex, +15 natural)
hp 142 (15d10+60)
Fort +13, Ref +16, Will +18
DR 10/good and silver
Immune fire, poison
Resist acid 10, cold 10
SR 27
Regeneration 5 (good weapons or good spells)
OFFENSE
Speed 30 ft., fly 90 ft. (average)
Melee 2 claws +23 (1d6+6), bite +18 (1d10+3)
Space 5 ft.; Reach 5 ft.
Special Attacks amnesia touch, fatigue touch, fear aura, summon devils
Spell-Like Abilities (CL 15th; concentration +19)
At will—analyze portal, animate dead, charm person (DC 15), desecrate, detect good, detect magic, dispel magic, feeblemind (DC 20), greater invisibility, greater teleport (self plus 50 lbs. only), hold monster (DC 19), knock, major image (DC 16), suggestion (DC 17)
3/day—dimensional anchor, fireball (as acid; DC 18), forcecage, polymorph (DC 18), sending, trap the soul (DC 23), wrack (DC 19)
1/day—imprisonment (DC 23), mass hold monster (DC 23), plane shift (DC 21), seal portal
STATISTICS
Str 22, Dex 25, Con 18, Int 18, Wis 24, Cha 18
Base Atk +15; CMB +21; CMD 38
Feats Alertness, Improved Initiative, Iron Will, Quicken Spell-Like Ability (fireball), Quicken Spell-Like Ability (major image), Quicken Spell-Like Ability (suggestion)
Skills Bluff +22, Diplomacy +19, Fly +25, Intimidate +22, Knowledge (arcana) +22, Knowledge (local) +19, Knowledge (nature) +16, Knowledge (planes) +22, Perception +24, Profession (sailor) +21, Sense Motive +25, Spellcraft +22, Stealth +22, Survival +25 (+27 on other planes)
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Amnesia Touch (Su)
Three times per day, a barregon can channel the memory-scouring power of the River Styx through its claws. A creature struck by a claw attack must succeed at a DC 21 Will save or be affected as though by feeblemind. The save DC is Charisma-based.
Fatigue Touch (Su)
A creature struck by a barregon’s claw must succeed at a DC 21 Fortitude save or become fatigued. A fatigued creature struck again becomes exhausted. The save DC is Charisma-based.
Fear Aura (Su)
A barregon radiates a 10-foot aura of dread. Creatures within the area must succeed at a DC 21 Will save or be affected as though by fear for 1 round. A creature that successfully saves is immune to that barregon’s aura for 24 hours. Other devils are immune to this aura. The save DC is Charisma-based.
Sealed Mind (Ex)
A barregon is immune to effects that would damage, drain, or otherwise alter its Intelligence, Wisdom, or Charisma scores. This ability renders it immune to the memory-erasing properties of the River Styx.
Summon Devils (Sp)
Once per day, a barregon can attempt to summon 2d10 lemures or 1d6 bearded devils (50% chance of success), or 1d4 hamatulas or another barregon (35% chance of success). This functions as a 5th-level spell.
ECOLOGY
Environment any (Stygia, Hell)
Organization solitary, pair, team (2–4), or troupe (1–2 barregons plus 1–6 hamatulas, 2–8 bearded devils, and 1–10 lemures)
Treasure standard (double goods)
DESCRIPTION
Barregons are among the most secretive and vigilant of Hell’s greater devils. Charged with guarding the innumerable portals and waterways of the infernal realms, they are most often encountered along the banks of the River Styx in Stygia. Their grotesque forms—oversized heads crowned by crocodilian maws, corpse-white eyes, and damp ceremonial robes—conceal calculating intellects and absolute devotion to infernal law.
Unlike many devils, barregons prefer capture over slaughter. Souls and intruders seized by these gatekeepers are dragged screaming to hidden oubliettes or cast into the Styx to be stripped of memory and identity. On rare occasions, powerful conjurers bind barregons into temporary service on the Material Plane, but such arrangements inevitably serve the devil’s long-term designs. Patient and methodical, a barregon views every summoning as an opportunity to extend Hell’s influence beyond its gates.
Barregon

Near the portal that will send you home is a horribly deformed creature held aloft by black, buzzard-like wings. Although roughly the height of a small man, the thing’s abnormally large head is dominated by a huge mouth, with crocodilian teeth jutting from its lips. Small, dead white eyes peer from the sickly, mustard colored scaly flesh. The stunted body is covered in immaculate, damp robes that conceal everything save its hands. Bearing long, dexterous, clawed fingers, the hands are encased in a throbbing, greenish aura. The creature gurgles obscenely as it launches itself towards you.
The Gates of Hell (Dice Freaks)
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.Full netbook can be found on the following website
Barregons are among the least well known of the more powerful devils that mar the horrible landscape of Hell. Ranking slightly higher in station than cornugons, barregons are the defenders of Hell’s many gates and portals.
In particular, barregons monitor and patrol the River Styx as it winds its way through The Pit. In their hands are the keys to escape Hell or suffer within The Pit for all eternity.
Of the greater common devils, barregons are those most frequently summoned to the Prime Material Plane. Due to their great power, these devils are capable of accomplishing a great deal for a conjurer strong enough to control them. However, such situations are only a past time for a barregon who uses its temporary ‘servitude’ to infiltrate the unsuspecting world in which it is imprisoned. A barregon stands about 5’5″ and weighs about 300 pounds. Barregons speak Infernal, Celestial, Common, and Draconic.
| Barregon (Gate Devil) | |
| Medium outsider (Evil, Extraplanar, Lawful) | |
| Hit Dice | 15d8+75 (142 hp) |
| Initiative | +11 (+7 Dexterity, +4 Improved Initiative) |
| Speed | 30 ft., Fly 90 ft. (average) |
| Armor Class | 32 (+7 Dexterity, +15 natural), touch 17, flat-footed 25 |
| Base Attack/Grapple | +15/+21 |
| Attack | Infernal touch + 21 melee touch (2d4 plus 1 Wisdom and fatigue) |
| Full Attack | 2 infernal touches +21 melee touch (2d4 plus 1 Wisdom and fatigue) and 2 wings +16 melee (1d6+3) and 1 bite +16 melee (1d10+3) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Amnesia touch, fatigue touch, fear aura, spell-like abilities, summon devils |
| Special Qualities | Damage reduction 10/good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, Spell Resistance 27, sealed mind, telepathy 100 ft. |
| Saves | Fort +14, Ref +16, Will +18 |
| Abilities | Strength 22, Dexterity 25, Constitution 20, Intelligence 18, Wisdom 24, Charisma 18 |
| Skills | Balance +17, Bluff +19, Concentration +20, Diplomacy +13, Disguise +4 (+6 when acting), Escape Artist +17, Gather Information +16, Hide +17, Intimidate +21, Knowledge (arcana) +19, Knowledge (local – Nine Hells of Perdition) +14, Knowledge (nature) +6, Knowledge (the planes) +19, Listen +19, Move Silently +17, Profession (sailor) +18, Search +19, Sense Motive +17, Spellcraft +21, Spot +24, Survival +22 (+24 on another plane, +24 when tracking), Use Rope +7 (+9 with bindings). |
| Feats | Alertness, Improved Initiative, Iron Will, Quicken Spell-like Ability (acidball), Quicken Spell like Ability (major image), Quicken Spell-Like Ability (suggestion) |
| Environment | Stygia, Fifth of the Nine Hells of Perdition |
| Organization | Solitary, team (2-4), or troupe (1-2 gate devils, 1-6 hamatulas, 2-8 black squamugon, and 1-10 lemures) |
| Challenge Rating | 15 |
| Treasure | Standard coins; double goods; standard items |
| Alignment | Always Lawful Evil |
| Advancement | 16-30 HD (Medium); 31-45 HD (Large) |
Combat
A barregon is usually more interested in subduing adversaries in order to take them back to Hell for obscene torture sessions. It takes a lot, like certain death or the direct orders of a higher ranking devil, for a barregon to use lethal attacks.
A barregons natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful aligned for the purpose of overcoming damage reduction.
Amnesia Touch (Su): A guardian of the gates and water-ways of the Nine Hells of Perdition, the barregon has learned to manipulate the foul energies of the River Styx. 3/day, a barregon can channel its feeblemind power through its infernal touch as a free action. The victim must succeed a Will save DC 21 or succumb to the effects of feeblemind as the spell as though cast by a 15th level caster.
Fatigue Touch (Su): To further enhance its role to bar the gates and water-ways of Hell from intruders, the barregons touch causes fatigue in those that fail a Fortitude saving throw DC 21. The save DC is Charismabased.
Fear Aura (Su): A barregon can radiate a 5-footradius fear aura as a free action. A creature in the area must succeed on a DC 21 Will save or be affected as though by a fear spell as cast by a 15th level caster. A creature that successfully saves cannot be affected again by the same barregons aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.
Metamorphosis: A barregon that is allowed to advance beyond 39 HD begins to mutate and evolve into a greater creature. At 45 HD, a barregon is due to transform into a malefircarim, although this does not necessarily happen immediately upon advancing to this level of Hit Dice.
See table below to determine what level of mutation the barregon possesses.
| Metamorphosis of the Barregon by Hit Dice | |
| Barregon Hit Dice | Metamorphosis Effect |
| 40 HD | nondetection, Intelligence +4, Charisma +4, natural armor +8 |
| 41 HD | Hit point per Hit Dice increase (5), immune to mind-affecting effects |
| 42 HD | Intelligence +4, Charisma +4, natural armor +8, hit point per Hit Dice increase (6) |
| 43 HD | Immune to polymorphing and form-altering attacks, hit point per Hit Dice increase (7) |
| 44 HD | true seeing, two claw attacks (3d6), maximum hit points per Hit Dice |
| 45 HD | Metamorphosis into a malefircarim (hellspawn) |
Regeneration (Ex): A barregon takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor.
Sealed Mind (Ex): As the guardian of the River Styx, a barregon possesses an innate immunity to the rivers memory sapping powers. A barregon is immune to any effect that would damage, drain, or otherwise harm its Intelligence, Wisdom, or Charisma scores.
Spell-like Abilities (Sp):
- At will – analyze portal, animate dead, charm person, desecrate, detect good, detect magic, dispel magic, feeblemind, greater invisibility, greater teleport (self plus 50 pounds only), hold monster, knock, magic circle against good, major image, suggestion;
- 3/day – dimensional anchor, acidball (as fireball), force cage, polymorph, sending, trap the soul, Wrack;
- 1/day – imprisonment, improved portal alarm, mass hold monster, plane shift, seal portal.
These abilities are as spells cast by a 15th level sorcerer (save DC 14 + spell level).
Summon Devils (Sp): Once per day, a barregon can attempt to summon 2d10 lemures or 1d6 squamugons with a 50% chance of success, or 1d4 hamatulas or another barregon with a 35% chance of success. This ability is equivalent to a 5th level spell.
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