Devil, Doralma the Wretched
“Meet Doralma the Wretched: the tormented devil slave struggling with a shocking new sense of sentience!”

Appearance:
Doralma the Wretched is a grotesque sight to behold, a figure of misery and suffering manifest in physical form. Standing at just over six feet tall, his hunched, emaciated frame is covered in rough, grayish skin, mottled with patches of slime and festering sores. His limbs are long and skeletal, ending in clawed hands that are both powerful and brutal.
His face is a twisted mockery of humanoid features: hollow eye sockets burn with a faint, sickly green glow, and his mouth is a gaping maw lined with sharp, uneven teeth. Chains and manacles are often clamped around his wrists and ankles, their metal biting into his flesh, a symbol of his servitude and captivity in the court of Amir Quimath.
Behavior:
Driven by a primal, almost animalistic instinct, Doralma is a creature of rage and despair. His limited intelligence makes him predictable in combat—he lunges at the nearest foe, pummeling them with his powerful, slime-coated fists until they are subdued. His movements are jerky and uncoordinated, more reminiscent of a wild beast than a calculated fiend. Easily distracted, he shifts his aggression towards whoever strikes him hardest, like a cornered animal lashing out in pain. Despite his brutish exterior, there are moments where his eyes reveal a glimmer of awareness, a spark of sentience struggling to comprehend his existence and suffering.
Habitat:
Doralma is held captive in Jangling Hiter, the City of Chains, on the infernal plane of Minauros, the third layer of the Nine Hells of Perdition. This nightmarish city, ruled by kytons and constructed from the interlocking chains of its inhabitants, is a place of eternal gloom and suffering. Here, Doralma is forced to participate in brutal gladiatorial matches, a spectacle of violence for the amusement of his kyton captors. The air is filled with the clanking of chains and the moans of the tortured, a fitting backdrop for Doralma’s existence. He is bound by the chains that make up the city, unable to escape his torment or the dark pull of his nascent sentience.
Modus Operandi:
In combat, Doralma is a relentless force, using his sheer physical power to overwhelm his enemies. He attacks with his fists, each blow coated in a slimy residue that continues to burn through the flesh of his victims long after the initial strike. His strategy is simple but effective: charge at the nearest threat and beat it into submission. When facing multiple opponents, he instinctively divides his attacks, lashing out at those who hurt him most. His corrosive Burning Strike ensures that even a single blow can leave his enemies writhing in agony, distracted by the searing pain as their flesh is eaten away by his vile touch.
Motivation:
Doralma’s motivation is twofold, rooted in both his primal instincts and his emerging awareness. On a base level, he seeks to survive and avoid pain, fighting back against his captors and any who would harm him. However, as a rare nupperibo on the cusp of sentience, Doralma is plagued by a deeper yearning. He feels a pull towards the River Styx, a draw to the duties he is meant to fulfill as a devil. His attempts to reach out and communicate with the barregons, higher devils who might understand his plight, have been thwarted, deepening his despair.
The pain of being trapped, both physically and existentially, gnaws at him, extending beyond his flesh to the very core of his tormented soul. This dual nature—caught between mindless brutality and the painful stirrings of awareness—makes Doralma a tragic figure, a devil tormented not just by his captors, but by his own awakening consciousness.
Doralma the Wretched 5e
Doralma the Wretched 3.5
Doralma the Wretched

Medium fiend (devil), lawful evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 19 (+4) | 16 (+3) | 5 (-3) | 16 (+3) | 11 (+0) |
Saving Throws Dex +8, Con +7, Wis +7, Cha +4
Skills Acrobatics +8, Perception +7, Stealth +8
Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, acid
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Infernal, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
TRAITS
- Devil’s Resilience. Doralma has advantage on saving throws against spells and other magical effects.
- Fiendish Presence. As an action, Doralma can exude a palpable aura of dread. Each creature of its choice within 10 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if Doralma is within line of sight. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Doralma’s Fiendish Presence for the next 24 hours.
- Innate Magic. Doralma can innately cast the following spells, requiring no material components:
- At will: greater teleport (self only)
- 3/day each: hellish rebuke, fireball
- 1/day each: unholy blight, dispel magic
ACTIONS
- Multiattack. Doralma makes two slam attacks.
- Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 4 (1d8) fire damage.
- Burning Residue (Recharge 5-6). Doralma’s slam attack leaves behind a slimy, burning residue. Any creature that starts its turn within 5 feet of Doralma must make a DC 15 Constitution saving throw or take 14 (4d6) fire damage. On a successful save, the creature takes half damage.
- Chain Strike (Recharge 6). Doralma uses his chains to lash out at up to three creatures he can see within 10 feet. Each creature must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be restrained until the end of Doralma’s next turn. A restrained creature can use its action to make a DC 15 Strength check, freeing itself on a success.
REACTIONS
- Infernal Resistance. When Doralma is hit by an attack, he can use his reaction to reduce the damage by 10 (3d6). The attacker must then make a DC 15 Constitution saving throw or be blinded until the end of its next turn.
LEGENDARY ACTIONS
Doralma the Wretched 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. Doralma regains spent legendary actions at the start of his turn.
- Lash Out. Doralma makes one slam attack.
- Infernal Roar (Costs 2 Actions). Each creature within 10 feet of Doralma must make a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
- Chain Wrap (Costs 3 Actions). Doralma lashes out with his chains, creating a 10-foot radius zone around him. Each creature in the area must make a DC 15 Dexterity saving throw or be restrained until the end of Doralma’s next turn.
Combat Tactics:
- Initial Assault: Doralma uses his Fiendish Presence to instill fear in enemies and disrupt their positioning. He then uses Multiattack to target the nearest foes with his Slam attacks, applying the Burning Residue to deal ongoing damage.
- Crowd Control: When facing multiple enemies, Doralma uses Chain Strike to incapacitate and control the battlefield, focusing on those who pose the greatest threat or who are grouped together.
- Defensive Reactions: If attacked, Doralma uses Infernal Resistance to mitigate damage and potentially blind attackers, creating opportunities for his allies or to reposition.
- Legendary Actions: He uses Lash Out to maintain pressure on enemies, Infernal Roar to spread fear and disorient foes, and Chain Wrap to restrain and hinder multiple targets.
This tormented devil is a slave in the court of Amir Quimath.

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
Captured by daemon mercenaries, the maturing nupperibo serves as a curiosity to the Amir. Neither he, nor any other kyton, understands exactly what they have in their possession, but for now the pathetic creature forced into gladiator style matches to sate the kytons’ repressed wrath at their diabolical overlords.
For its part, Doralma is struggling to cope with its sudden sentience. It has attempted to send messages out of Jangling Hiter to the barregons, but so far all have been intercepted. Doralma is drawn to the Styx and his new impending duties, but as a prisoner, cannot leave. The torment from this condition extends far deeper than the body, to the very core of its reformed soul.
Doralma the Wretched | |
nupperibo | |
Medium outsider (Evil, Extraplanar, Lawful) | |
Hit Dice | 14d8+42 (105 hp) |
Initiativ | +8 (+4 Dexterity, +4 Improved Initiative) |
Speed | 20 ft., Fly 20 ft. (poor) |
Armor Class | 19 (+4 Dexterity, +5 natural), touch 14, flat-footed 15 |
Base Attack/Grapple | +14/+19 |
Attack | Slam +20 melee (1d8+5 plus 1 Wisdom) |
Full Attack | 2 slams +20 melee (1d8+5 plus 1 Wisdom) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Burning strike |
Special Qualities | Damage reduction 5/good or silver, dark-vision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, metamorphosis, see in darkness, spell-like abilities, Spell Resistance 19, telepathy 50 ft. |
Saves | Fort +14, Ref +13, Will +12 |
Abilities | Strength 20, Dexterity 19, Constitution 16, Intelligence 5, Wisdom 16, Charisma 11 |
Skills | Balance +21, Hide +21, Listen +20, Move Silently +21, Spot +20 |
Feats | Diehard, Endurance, Improved Initiative, Improved Natural Attack (slam), Weapon Focus (slam) |
Climate/Terrain | Minauros, Third of the Nine Hells of Perdition. |
Organization | Solitary (unique) |
Challenge Rating | 7 |
Treasure | None |
Alignment | Lawful Evil |
Combat
Doralma’s limited Intelligence makes him a predictable opponent: he lunges toward his nearest foe and pounds on them until they move no more. He is easily distracted and always attempts to attack the creature who struck him the hardest in the preceding round.
Against groups of foes, he directs his attacks at two enemies rather than one alone. He has enough awareness to realize that his burning strike causes some foes to withdraw from harming him, which is enough reason for him to inflict it upon as many as possible.
Burning Strike (Su): Doralma’s slam attack leaves behind a slimy residue that eats through the flesh of those it strikes. Creatures struck by Doralma’s slam take one-half the damage the following five rounds.
Spell-like Abilities: At will – greater teleport (self plus 50 pounds only). Caster level 14th.
Metamorphosis: Doralma has reached the most advanced stage of nupperibo metamorphosis.