Squamugon (Scaly Devil)
“The Squamugon offers arcane power beyond imagination—until your spells backfire and it claims your soul for Hell.”

The squamugon stands about six feet tall, its lean frame sheathed in glossy black scales that resemble enameled plate armor. Jagged spines protrude along its back and shoulders, emphasizing its diabolical nature. Bat-like wings fold neatly behind it, and a serpentine tail with a venomous stinger lashes silently. Its horned, draconic head is crowned with sharp, curved horns, and its narrow, slit-pupiled eyes gleam with cunning malice. A sinister grin reveals rows of razor-sharp teeth, and taloned hands end in lethal claws.
Behavior:
Squamugons are patient, calculating devils who delight in serving mortal spellcasters—especially those driven by ambition but lacking wisdom. They subtly manipulate their masters, encouraging reckless use of arcane power while staying just out of direct harm. Though loyal, squamugons are ultimately self-serving, eager to harvest the souls of those they serve once their usefulness expires. They often restrain their full power against weaker foes to prolong their master’s rise, but unleash devastating force when protecting worthy adversaries.
Habitat:
Born and bred in the infernal planes of the Nine Hells, squamugons are rarely encountered in their true home. Instead, they prowl the Material Plane’s shadowy corners where arcane magic pulses strongest—ancient libraries, wizard towers, and cursed battlegrounds. Their presence heralds dark bargains and twisted pacts, often tethered invisibly to mortal spellcasters who unknowingly summon their ruin.
Modus Operandi:
A squamugon attaches itself to a mortal arcane caster, granting enhanced spellcasting ability through infernal channeling. This boon raises the caster’s power for a limited number of spells each day but curses them with escalating risks of catastrophic backfire. When the caster’s hubris peaks, the squamugon maneuvers events to drag the soul into Hell. In combat, squamugons strike with vicious tail attacks and claw strikes, supplementing their assault with fire, acid, cold, or electrical spells depending on their elemental rank. They summon lesser devils for reinforcements and rarely fight without their master.
Motivation:
The squamugon thrives on mortal ambition and folly. Its goal is to exploit weakness—particularly the arrogance and greed of spellcasters—to expand Hell’s influence and harvest souls. While it appears a willing servant, the squamugon’s true loyalty lies with the infernal hierarchy. It seeks promotion through corrupt deeds, manipulating mortals into damnation to climb the infernal ranks, all while savoring the slow unraveling of those who dare command its power.
Squamugons are uniquely ranked among devils based on elemental association, tied to both their infernal duties and their advancement through Hell’s rigid hierarchy. While a squamugon’s core nature remains the same, its color rank—White, Red, Blue, Green, or Black—reflects its elemental power, plane access, and diabolic accomplishments.
The Five Elemental Ranks of the Squamugon:
White Squamugon (Initiate)
- Element: Cold (Sub-type: Cold)
- Abilities: Tail and spell-like attacks deal additional cold damage. Gains immunity to cold, but suffers vulnerability to fire outside of Hell.
- Lore: The “White” is considered a blank slate, a squamugon newly promoted from the lesser spinagon devils. It begins its journey of corruption by seeking out mortal spellcasters to guide—or mislead—into damnation. White squamugons are typically found in Stygia and Cania, where cold and betrayal rule.
- Task for Promotion: Lead nine mortal spellcasters into Perdition through service, temptation, and subtle manipulation.
Red Squamugon (Kindler of Ambition)
- Element: Fire (Sub-type: Fire)
- Abilities: Tail and spell-like attacks deal additional fire damage. Immune to fire, but loses cold resistance.
- Lore: The Red rank represents the squamugon’s progression into full infernal temptation. These devils are most commonly encountered in the upper layers of Hell: Avernus, Dis, Minauros, Phlegethos, and Malbolge. Their presence ignites desire, rage, and unrestrained magical recklessness in their mortal masters.
- Task for Promotion: Corrupt nine additional spellcasters, accelerating their downfall more aggressively.
Blue Squamugon (Tempest-Touched Corrupter)
- Element: Electricity (Sub-type: Electricity)
- Abilities: Tail and attacks deal additional electricity damage. Gains full immunity to electricity.
- Lore: Squamugons who reach the Blue rank have earned unrestricted movement across the layers of Hell. Their elemental shift reflects the crackling energy of unstable ambition and raw destructive arcana. Blues are prized as saboteurs and infiltrators, often assigned to critical missions in both mortal and infernal realms.
- Demeanor: Arrogant and bold, often more proactive in manipulating mortal affairs.
Green Squamugon (Corruptor of Flesh)
- Element: Acid (Sub-type: Acid)
- Abilities: Tail and spell effects deal additional acid damage. Gains immunity to acid.
- Lore: A Green squamugon is a seasoned corrupter. Acid represents slow, irreversible decay—the steady dissolution of a mortal’s morals, will, and soul. Greens often work behind the scenes, guiding entire cabals or magical academies into corruption over decades.
- Demeanor: Patient, surgical, insidious.
Black Squamugon (Harbinger of Perdition)
- Element: Corruption (Unique Damage Type)
- Abilities: Tail and spell effects deal corrupt damage—a form of metaphysical harm affecting even incorporeal or divine entities. Can choose one elemental immunity (fire, cold, acid, or electricity).
- Lore: These are the elite among squamugons—veterans of mortal ruination and agents of Hell’s darkest wills. The Black rank transcends raw elemental power and embodies spiritual decay. They are used as handlers of mortal cults, soul brokers, and punishers of failed infernal contracts.
- Demeanor: Cold, terrifyingly calm, completely devoted to the system of damnation.
Rank Progression and Infernal Purpose
Each rank is not simply a matter of power—it is a test of manipulation, with success measured in souls delivered and spellcasters broken. A squamugon’s elemental affinity alters not only its combat capabilities, but also the way it engages with mortals:
- White tempts with aid and servitude.
- Red fuels ambition with volatile magic.
- Blue accelerates overreach and conflict.
- Green rots the soul through long-term corruption.
- Black is the endgame—reaping what the squamugon has sown.
White Squamugon 5e
Red Squamugon 5e
Blue Squamugon 5e
Green Squamugon 5e
Black Squamugon 5e
Scaly Devil 3.5
White Squamugon (Initiate)

Medium Fiend (Devil), Lawful Evil
Armor Class 17 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 17 (+3) | 14 (+2) | 12 (+1) | 16 (+3) |
Saving Throws Dex +6, Con +6, Cha +6
Skills Arcana +5, Deception +6, Insight +4, Intimidation +6, Spellcasting +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common, Draconic, telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Infernal Channeling (3/Day).
As a bonus action, the squamugon empowers a willing arcane spellcaster it can see within 30 feet. For 1 minute:
- The target’s spell save DC and spell attack bonus each increase by +2.
- The first three spells they cast during this effect are treated as if cast using a spell slot 2 levels higher.
After the third spell, any additional spell cast while the effect persists requires the caster to roll for Spell Backlash (see below).
Spell Backlash.
For each additional spell cast after the third while under Infernal Channeling, the caster must roll a d6:
- 1–2: The spell targets the caster instead.
- 3–4: The spell fizzles and deals half its intended damage to the caster.
- 5: The spell targets a random ally within 30 feet.
- 6: The caster takes 4d10 cold damage and is restrained in frozen infernal chains (DC 15 Strength save ends at the end of their turn).
If a caster is reduced to 0 HP by a backlash, the squamugon may immediately invoke Diabolic Rebirth.
Diabolic Rebirth.
As a reaction when a creature under Infernal Channeling dies within 60 feet, the squamugon may offer the soul a bargain:
- The creature is revived at 1 HP.
- It gains a permanent +2 bonus to Intelligence.
- It becomes irredeemably Lawful Evil, marked as a servant of Hell.
A creature that accepts this bargain may be contacted by infernal agents for further missions or corruption.
Cold Affinity.
- The squamugon’s melee attacks deal an additional 1d6 cold damage.
- A creature that starts its turn within 5 feet of the squamugon must succeed on a DC 15 Constitution saving throw or have its speed reduced by 10 feet until the start of its next turn.
Icy Eruption (Recharge 5–6).
The squamugon conjures a blast of infernal frost at a point it can see within 60 feet.
- Area: 15-foot-radius sphere
- Save: DC 15 Dexterity
- Damage: 27 (6d8) cold damage on a failed save, or half as much on a successful one
- Effect: The area becomes difficult terrain until the end of the squamugon’s next turn.
Innate Spellcasting.
The squamugon’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
- At will: alter self, charm person, detect magic, produce flame (deals cold instead of fire)
- 3/day each: dispel magic, suggestion, mirror image
- 1/day: greater invisibility
Multiattack.
The squamugon makes three melee attacks: one with its tail and two with its claws.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 4) piercing damage plus 3 (1d6) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Legendary Resistance (1/Day).
If the squamugon fails a saving throw, it can choose to succeed instead.
Tactics
Opening Moves
- Disguises itself with alter self or uses mirror image to appear weaker.
- Applies Infernal Channeling to a caster ally or PC, offering a tempting “boon.”
Midfight Control
- Stays airborne and avoids melee.
- Uses suggestion or charm person to confuse or divide enemies.
- Drops Icy Eruption to control the battlefield and isolate targets.
Endgame
- Will flee if outmatched, or feign weakness to be captured or bound.
- If a bonded spellcaster dies, immediately uses Diabolic Rebirth to corrupt their soul.
- May fake defeat to be “enslaved” via planar binding or similar spells—just as planned.
Description
A White Squamugon is a devil of cunning and manipulation, appearing humble and subservient, but always working toward a singular goal: the slow damnation of mortal spellcasters. Through subtle empowerment and perfectly timed treachery, these devils help wizards and sorcerers rise in power—only to watch them fall into Perdition when their ambition outpaces their wisdom. Though it begins its journey low in the infernal hierarchy, the White Squamugon is always looking upward—on the backs of the mortals it destroys.
Red Squamugon (Kindler of Ambition)

Medium Fiend (Devil), Lawful Evil
Armor Class 19 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 19 (+4) | 15 (+2) | 12 (+1) | 18 (+4) |
Saving Throws Dex +7, Con +8, Wis +5, Cha +8
Skills Arcana +6, Deception +9, Insight +5, Intimidation +8, Persuasion +8
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common, Draconic, telepathy 120 ft.
Challenge 10 (5,900 XP)
Infernal Channeling (3/Day).
As a bonus action, the squamugon targets one willing arcane spellcaster within 60 feet. For 1 minute:
- The target’s spell save DC and spell attack bonus each increase by +2.
- The first 3 spells they cast during this time are treated as if cast using a spell slot 2 levels higher.
- After 3 spells, each additional spell forces the caster to roll for Spell Backlash (see below).
Spell Backlash.
When a caster under Infernal Channeling casts a spell beyond the 3rd empowered spell:
Roll d6:
- 1–2: The spell targets the caster instead.
- 3–4: The spell partially backfires, dealing half damage to the caster.
- 5: The spell hits a random ally within 30 feet.
- 6: The caster takes 6d10 fire damage and is ignited, taking 2d10 fire damage at the start of their turns until they succeed on a DC 15 Dexterity saving throw (can attempt at the end of each turn).
If reduced to 0 HP by this effect, the squamugon may invoke Diabolic Rebirth.
Diabolic Rebirth.
Reaction, when a bonded caster is reduced to 0 HP by Spell Backlash:
- The caster is immediately revived with 1 HP and permanently gains +2 Charisma.
- The caster’s alignment shifts irredeemably to Lawful Evil, becoming a servant of Hell under the squamugon’s control.
Flame Affinity.
- Melee weapon attacks and spells dealing damage from the squamugon deal an additional 1d8 fire damage.
- Fire damage inflicted by the squamugon ignites flammable creatures or objects for 1 minute unless extinguished (DC 13 Dexterity save as an action to end).
Aura of Aspiration.
At the start of each enemy arcane spellcaster’s turn within 30 feet, they must succeed on a DC 15 Wisdom saving throw or be affected by one of the following (chosen by the squamugon):
- Become charmed until the start of their next turn.
- Be compelled to cast a spell during their turn if able.
- Take 3 (1d6) psychic damage for each level of spell they choose not to cast that turn.
Multiattack.
The squamugon makes three attacks: one with its tail and two with its claws, or two produce flame bolts and one tail attack.
- Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) fire damage. - Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) fire damage. - Produce Flame Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
Hit: 14 (4d6) fire damage.
Irradiating Inferno (Recharge 5–6).
The squamugon exhales a 20-foot cone of infernal flame. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 36 (8d8) fire damage and become ignited. On a success, the creature takes half damage and is not ignited. Ignited creatures take 10 (3d6) fire damage at the start of their turns until they succeed on a DC 15 Dexterity saving throw (can attempt each turn).
Innate Spellcasting.
The squamugon’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells without material components:
- At will: alter self, command, detect magic, produce flame
- 3/day each: suggestion, fireball, counterspell, mirror image
- 1/day each: dominate person, wall of fire
Legendary Resistance (1/Day).
If the squamugon fails a saving throw, it can choose to succeed instead.
Fiendish Resilience.
At the start of its turn, the squamugon regains 10 hit points if it has at least 1 hit point and is not in sunlight or consecrated ground.
Tactics
The Red Squamugon uses charm and manipulation to bind spellcasters to its will. It opens combat by empowering a favored caster with Infernal Channeling, tempting them to overreach and fall prey to Spell Backlash. The squamugon uses Aura of Aspiration to sow chaos among enemy casters, forcing rash decisions. It employs mirror image and counterspell defensively, while staying mobile in the air. When enemies cluster, it unleashes Irradiating Inferno to devastating effect. If a bonded caster dies, it immediately offers them the infernal bargain of Diabolic Rebirth, expanding its influence. If overwhelmed, it uses wall of fire and greater teleport to retreat and regroup.
Description
The Red Squamugon is a fiend of fiery ambition and cunning, delighting in nurturing mortal spellcasters’ lust for power. It tempts, empowers, and corrupts, trading gifts of destructive magic for eternal servitude. Fiery embers flicker across its scaled, draconic form, and its cruel grin promises power—and doom—to those who dare accept its flame.
Monster, Scaly Devil (Squamugon)

As the wizard prepares another feat of arcane might beyond your expectations, you notice a diabolical figure standing behind him.
Tall and lithe, the being is covered in scales and spines like black enameled plate armor. A pair of bat-like wings is folded against its back and a serpentine tail with a nasty stinger waves menacingly. The horned head is somewhat draconic. The creature’s lips stretch into a sinister grin as it notices your attention. Waving a taloned hand, a small ball of flames races from the being’s finger simultaneously with the bead of flame cast by the wizard, both headed in your direction.
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
The squamugon is one of the most commonly encountered devils outside of Hell. Roughly ranking with a barbazu, the squamugon captures the physical image of all things diabolical. Unlike most devils, the squamugon enjoys loyally serving pitiful mortals for as long as possible.
While erinyes seek out mortals who seek power over others, squamugons pursue those lacking in Wisdom and common sense in their pursuit for more personal power. The overwhelming numbers of victims taken by squamugons are counted among bards, sorcerers, and wizards. Each of these classes benefit greatly from the presence of a squamugon until, eventually, the power they have gained from their diabolical ‘servant’ proves too much for them.
Until recently, it was believed that there were five different varieties of squamugons. In reality, there is only one squamugon type that has five different subranks. These ranks, based upon colors, have typically identified squamugons with chromatic dragons and their mistress, Tiamat. While there is certainly some kind of connection between dragons and squamugons, these scaly devils are slaves of Hell like all other devils and owe no special fealty to the Queen of Dragons.
A squamugon stands about 6′ and weighs about 250 pounds.
A squamugon speaks Infernal, Common, and Draconic.
Squamugon (Scaly Devil) | |
Medium outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 8d8+32 (68 hp) |
Initiative | +3 |
Speed | 30 ft., Fly 60 ft. (good) |
Armor Class | 22 (+3 Dexterity, +9 natural), touch 13, flat-footed 19 |
Base Attack/Grapple | +8/+14 |
Attack | Tail +14 melee (1d6+6+1d4 elemental damage) |
Full Attack | Tail +14 melee (1d6+6+1d4 elemental damage) and 2 claws +12 melee (1d4+3) and 2 wings +12 (1d4+3) |
Space/Reach | 5 ft./5 ft. (10 ft. with tail) |
Special Attacks | Elemental affinity, spell-like abilities, summon devils |
Special Qualities | Damage reduction 5/good, Darkvision 60 ft., immunity to fire and poison (see below), infernal channeling, regeneration 2, resistance to acid 10 and cold 10 (see below), see in darkness, Spell Resistance 19, subdue, telepathy 100 ft. |
Saves | Fort +10, Ref +9, Will +6 |
Abilities | Strength 22, Dexterity 16, Constitution 18, Intelligence 11, Wisdom 10, Charisma 12 |
Skills | Balance +8, Bluff +12, Concentration +15, Diplomacy +9, Disguise +7 (+9 acting), Hide +14, Intimidate +14, Knowledge (arcana) +11, Knowledge (nature) +2, Knowledge (the planes) +6, Listen +11, Move Silently+8, Search +5, Spellcraft +15, Spot +11, Survival +5 (+7 on other planes, +7 tracking), Use Magic Device +8 |
Feats | Magical Aptitude, Multiattack, Power Attack |
Environment | The Nine Hells of Perdition |
Organization | Solitary, team (2-6), or troupe (1-2 squamugons, 2-12 lemures) |
Challenge Rating | 7 |
Treasure | Standard goods, double items |
Alignment | Always Lawful Evil |
Advancement | 9 – 16 HD (Medium); 17 – 24 HD (Large) |
Combat
A squamugon prefers to fight alongside its ‘master,’ knowing that it is not only more likely to defeat its foes, but that its master is more likely to come to a nasty end by utilizing the squamugon’s bolstering powers. A squamugon will often pull its punches against weaker foes, ensuring that its master casts more spells. In such situations, the squamugon will remain in the background, casting produce flame or pyrotechnics.
If given the opportunity, it will offer suggestions to its master to take advantage of its presence and cast stronger magic. In situations in which it is battling worthy adversaries, the squamugon will take to the air and will attempt to summon reinforcements. It will then attack with its tail and dispel magic.
Most adversaries of wizards approached by a lowly peasant chafing under an evil mage never know that they were approached by an altered squamugon who believed that the time had come for its master to fall into Perdition.
Elemental Affinity (Su): A squamugon promoted from spinagon rank is accorded the rank of White. Essentially, the squamugon is perceived as starting out with a ‘clean slate’ both in terms of record and in terms of its descent into true depravity. In order to be promoted to the next station, the White squamugon must successfully lead nine mortal spellcasters into Perdition.
While most such accomplishments are due to the squamugons unique powers, this need not be the case. Once the squamugon achieves its duty, it is promoted to the rank of Red during which time it must again lead nine mortal spellcasters into Hell. Beyond Red are the Blue, Green, and Black ranks.
Each rank is associated with elemental power and travel restrictions within Hell as follows (unless otherwise noted, the squamugon retains the immunities and resistances
listed above):
- White: Deals cold damage and gains cold sub-type (suffers fire damage when beyond Hell). Restricted to Stygia and Cania.
- Red: Deals fire damage and gains fire sub-type and loses cold resistance 10. Restricted to Avernus, Dis, Minauros, Phlegethon (Phlegethos), Malbolge, and Cocytus (Maladomini).
- Blue: Deals electrical damage and is immune to electricity. Free range in Hell.
- Green: Deals acid damage and is immune to acid. Free range in Hell.
- Black: Deals corrupt damage and may select any one elemental immunity. Free range in Hell.
Infernal Channeling (Ex): A squamugon can select to grant this boon to any arcane spellcaster possessing fewer caster levels than its HD. When within 20 feet of the selected spellcaster, a squamugon bolsters the beneficiary’s casting power by three levels. In most cases, the beneficiary only sees a bonus in his caster power; i.e. while a 6th level sorcerer would have an unmodified spells per day spread of 6/6/5/3, he would cast such spells as a 9th level caster. This boost may be used up to three times per day at no penalty and may be activated as a free action by the caster.
After three spells have been cast at the enhanced level in a day, the squamugon’s threat begins to impose itself. For each additional spell cast after the third, the caster suffers a 10% chance of the spell backfiring.
If the spell is intended to cause damage or adversely affect another being, the spell instead affects the caster or else another individual of the squamugon’s choosing. Thus, if a fireball is cast by a 6th level sorcerer, but is enhanced to 9th level in terms of its variable effects and range, the sorcerer would suffer a 10% chance of the spell backfiring, either causing harm to himself or to another nearby ally if the sorcerer‘s squamugon ‘servant’ so desired.
Whenever the caster uses spell completion devices, he suffers a -3 penalty to checks for magic beyond his capacity. When using spell trigger devices, the caster must be at least the same level as that necessary to create the item. Any time a backfire occurs, there is a flat 10% chance that the caster dies immediately even if he did not suffer enough damage.
If the caster dies by this 10% chance or due to the damage caused by a backfire, his soul is trapped within his body for a few precious moments during which time his bonded squamugon will offer him a bargain.
The caster may return to life immediately at that moment and permanently retain a +2 bonus to his Intelligence or continue into the afterlife. If the caster accepts, he returns as irredeemably Lawful Evil and a slave to Hell; he is usually contacted by a devil with a challenge rating equal to his character level +3 or more and given instructions as to his new role in the Material Plane. If the caster declines the offer, his soul progresses to its final destination in the Realities Beyond.
Regeneration (Ex): A squamugon takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor. A squamugon also suffers maximum damage from Holy Water, which ignores its regeneration.
Spell-like Abilities (Sp): At will – alter self, charm person, command, desecrate, detect good, dispel magic, greater teleport (self plus 50 pounds only), produce flame (or acid or electricity or cold or corruption depending on the elemental affinity), pyrotechnics, scare, suggestion.
Caster level 8th; DC 11 + spell level.
Subdue (Ex): If defeated in battle or confronted in a hostile manner by an arcane spellcaster, a squamugon may be subdued and forced into servitude. The spellcaster must make an Intimidate check, receiving a +1 bonus per caster level, against the squamugon. A successful Intimidate check results in the squamugon behaving under the effects of planar binding as cast by a 12th level caster (or the character’s caster level, which ever is higher). The binding lasts for one day per point by which the squamugon failed the check. Squamugons often intentionally lose these contests in order to lure arrogant spellcasters into Perdition.
Summon Devils (Sp): Once per day, a squamugon can attempt to summon 2d6 lemures with a 50% chance of success, or 1d4 squamugons of the same elemental affinity with a 35% chance of success. This ability is equivalent to a 4th level spell.
Blue Squamugon (Tempest-Touched Corrupter)

Medium Fiend (Devil), Lawful Evil
Armor Class 20 (Natural Armor)
Hit Points 142 (17d8 + 68)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 18 (+4) | 19 (+4) | 15 (+2) | 14 (+2) | 18 (+4) |
Saving Throws Dex +8, Con +8, Wis +6, Cha +8
Skills Arcana +7, Deception +9, Insight +6, Intimidation +8, Perception +6
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Infernal, Common, Draconic, telepathy 120 ft.
Challenge 11 (7,200 XP)
Infernal Channeling (3/Day)
As a bonus action, the squamugon chooses one willing arcane spellcaster within 60 feet. For 1 minute:
- The caster’s spell save DC and spell attack bonus increase by +2.
- The first 3 spells cast during this time are empowered by 2 additional spell levels.
- Each spell cast beyond the third triggers Spell Backlash.
Spell Backlash
When the bonded caster casts more than 3 spells under Infernal Channeling, roll a d6:
- 1–2: The spell targets the caster instead.
- 3–4: The caster takes half damage from the spell effect.
- 5: A random ally within 30 feet is hit by the spell instead.
- 6: The caster takes 6d10 lightning damage and becomes Electrified.
Electrified: Until the start of the caster’s next turn, they have disadvantage on concentration checks and take 3d10 lightning damage at the start of each of their turns. The condition ends when the caster succeeds on a DC 15 Constitution saving throw.
If the caster is reduced to 0 hit points by this damage, the squamugon may trigger Diabolic Rebirth.
Diabolic Rebirth (Reaction)
When a bonded caster is reduced to 0 HP by Spell Backlash, the squamugon may use its reaction to revive the caster with 1 hit point. The caster permanently gains +2 Charisma and their alignment shifts irredeemably to Lawful Evil, binding them as a servant of Hell.
Stormborn Form
- The squamugon is immune to lightning damage.
- It can move through water and similar terrain without penalty.
- At the start of each of its turns, creatures within 10 feet take 7 (2d6) lightning damage.
Aura of Static Disruption
Enemies within 20 feet have disadvantage on concentration checks and spell attack rolls.
Multiattack
The squamugon makes three attacks: one tail attack and two claw attacks, or casts two shocking grasp spells and makes one tail attack.
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d6 + 7) piercing damage plus 9 (2d8) lightning damage. - Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) slashing damage plus 5 (1d10) lightning damage. - Shocking Grasp (Spell Attack): +8 to hit, range 30 ft., one target.
Hit: 17 (4d6 + 3) lightning damage and the target can’t take reactions until the start of its next turn.
Chain Lightning (Recharge 5–6)
The squamugon releases a bolt of lightning that arcs between targets. Choose one target within 60 feet:
- The target must succeed on a DC 16 Dexterity saving throw or take 44 (8d8 + 8) lightning damage, half damage on a success.
- The lightning arcs to up to three additional targets within 30 feet of the first, each making the same saving throw and taking half damage on success.
Innate Spellcasting
The squamugon’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: alter self, detect magic, lightning lure, shocking grasp
- 3/day each: suggestion, hold person, lightning bolt
- 1/day each: chain lightning, dominate person
Legendary Resistance (1/Day)
If the squamugon fails a saving throw, it can choose to succeed instead.
Fiendish Resilience
At the start of its turn, the squamugon regains 10 hit points if it has at least 1 hit point and is not in sunlight or consecrated ground.
Tactics
- Empower an allied spellcaster early with Infernal Channeling, encouraging aggressive spellcasting.
- Use Chain Lightning and Aura of Static Disruption to control groups and disrupt enemy casters.
- Stay mobile using flight, keeping distance while striking with tail and claw attacks or shocking grasp spells.
- Cast dominate person to manipulate or neutralize dangerous foes.
- Exploit Spell Backlash to punish reckless spellcasters, potentially binding them through Diabolic Rebirth.
Description
Crackling with electric energy, the Blue Squamugon embodies the tempest’s fury and corruption. Its scales shimmer with stormlight as it manipulates and devastates foes, binding spellcasters in chains of loyalty forged by lightning and fear.
Green Squamugon (Corruptor of Flesh)

Medium Fiend (Devil), Lawful Evil
Armor Class 21 (Natural Armor)
Hit Points 150 (20d8 + 60)
Speed 40 ft., fly 50 ft. (hover)
Ability Scores
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) |
Saving Throws: Dex +7, Con +8, Wis +6, Cha +8
Skills: Arcana +7, Deception +9, Intimidation +8, Perception +6, Stealth +7
Damage Resistances: Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Acid, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Passive Perception 16
Languages: Infernal, Common, Draconic, Telepathy 120 ft.
Challenge: 12 (8,400 XP)
Proficiency Bonus: +4
Innate Spellcasting (Fiendish)
The squamugon’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells:
At will: alter self, charm person, command, detect good and evil, produce flame (acid variant), pyrotechnics
3/day each: dispel magic, suggestion, fear
1/day each: greater teleport (self only), blight
Infernal Channeling (Recharge 5–6)
The squamugon may channel infernal magic into a bonded arcane spellcaster within 30 feet. For 1 minute, that spellcaster’s spell attacks, save DCs, and damage are treated as if they are cast 3 levels higher. After 3 enhanced spells, every subsequent spell cast triggers a Spell Backlash (see below).
Spell Backlash
Each time the bonded spellcaster casts a spell beyond the third empowered one:
- Roll a d6:
- 1–2: Spell targets the caster.
- 3–4: Caster takes half damage from the spell.
- 5: A random ally within 30 feet is targeted.
- 6: Caster takes 6d10 acid damage and is Corroded (disadvantage on Con saves and Constitution checks, takes 3d10 acid damage at the start of its turn until it succeeds on a DC 15 Con save).
If the caster dies, the squamugon may offer to revive them in exchange for eternal servitude, transforming them into a Lawful Evil entity under infernal dominion.
Corrosive Form
Any creature that hits the squamugon with a melee weapon attack while within 5 feet takes 7 (2d6) acid damage. Nonmagical metal weapons suffer a permanent -1 penalty to damage rolls if they strike the squamugon. Armor must succeed on a DC 15 Dex save or corrode, giving disadvantage on Dexterity (Stealth) checks until repaired.
Toxic Rebirth (Reaction)
When a bonded spellcaster affected by Infernal Channeling dies within 60 feet, the squamugon may use its reaction to offer them a devil’s pact. If accepted, the spellcaster is immediately resurrected with 1 hit point and becomes Lawful Evil, suffering disadvantage on saving throws against the squamugon’s commands.
Acidic Mutation (Recharge 6)
The squamugon targets one creature it can see within 60 feet. The target must succeed on a DC 16 Constitution saving throw or suffer an uncontrollable mutation. Choose one at random or roll:
- Extra eyes – gains blindsight 30 ft. but has disadvantage on attack rolls.
- Sloughing skin – takes 3d10 acid damage at the start of its turn for 1 minute.
- Bone twist – speed halved and disadvantage on Dexterity saving throws.
- Enlarged organs – vulnerability to psychic damage.
Lasts for 1 minute or until the target succeeds on a DC 16 Con save at the end of its turn.
Actions
Multiattack. The squamugon makes three attacks: one with its tail and two with its claws.
- Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 5) bludgeoning plus 9 (2d8) acid damage.
- Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Wing Buffet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed 10 feet and knocked prone.
Legendary Actions
The squamugon can take 2 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. The squamugon regains spent legendary actions at the start of its turn.
- Corrosive Splash. The squamugon hurls acid at a creature it can see within 60 feet. The target must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) acid damage.
- Whisper of Weakness. The squamugon telepathically targets one creature it can see within 60 feet. That creature must make a DC 16 Wisdom saving throw or have disadvantage on the next saving throw it makes.
Tactics
The Green Squamugon excels in deception, manipulation, and lingering destruction:
- Opens with suggestion or fear to isolate enemies.
- Uses Infernal Channeling early to seduce allied spellcasters into power.
- Spreads battlefield control with Acidic Mutation, forcing dangerous movement.
- Retreats into flight if pressured, using Corrosive Splash and pyrotechnics as cover.
Should a bonded caster fall, the squamugon will always attempt a pact to return them—ensuring the cycle of corruption continues.
Black Squamugon

Harbinger of Perdition
Medium Fiend (Devil), Lawful Evil
Armor Class 22 (Natural Armor)
Hit Points 210 (28d8 + 84)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 20 (+5) | 16 (+3) | 16 (+3) | 22 (+6) |
Saving Throws Dex +9, Con +10, Wis +8, Cha +11
Skills Arcana +9, Deception +12, Intimidation +11, Insight +8, Persuasion +11, Stealth +9
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison, and one additional immunity (see Elemental Ascendance)
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 13
Languages Infernal, Common, Draconic, telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Innate Spellcasting.
The squamugon’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit). It can innately cast the following spells, requiring no material components:
- At will: detect good and evil, detect magic, suggestion, command, produce flame (corrupt), dispel magic
- 3/day each: greater invisibility, wall of fire (corrupt damage), dominate person
- 1/day: true seeing, fire storm (corrupt damage), plane shift (self only)
Magic Resistance.
The squamugon has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The squamugon’s weapon attacks are magical.
Corrupt Elemental Ascendance (1/day).
The black squamugon permanently chooses one elemental immunity (acid, cold, fire, lightning) and adds it to its immunities. Its produce flame and fire storm spells deal corrupt damage instead of fire (a foul blend of necrotic and fiendish flame).
Infernal Channeling (3/day).
The squamugon can choose one arcane spellcaster within 30 feet. For 1 minute, that caster’s spell save DC and spell attack bonus each increase by +2, and they cast spells as if 3 levels higher. After the third spell cast, they must make a DC 19 Charisma saving throw for each additional spell or suffer a backlash (see below).
Spell Backlash.
When a caster enhanced by Infernal Channeling fails their saving throw:
- The spell backfires, harming the caster or an ally within 30 feet (squashugon’s choice).
- The caster must succeed on a DC 15 Constitution saving throw or take 6d10 psychic damage and become paralyzed until the end of their next turn.
- If they die as a result, the squamugon may offer them a Faustian bargain: return with a permanent +2 Intelligence and become bound to Hell.
Abyssal Tail.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage + 10 (3d6) corrupt damage.
Claws.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Wings.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Actions
Multiattack. The squamugon makes three attacks: one with its tail and two with its claws or wings.
Hellbrand Burst (Recharge 5–6). The squamugon emits a wave of corrupt energy in a 20-foot radius. Each creature of the squamugon’s choice in that area must make a DC 19 Constitution saving throw or take 45 (10d8) corrupt damage and be blinded until the end of its next turn. On a success, the creature takes half damage and isn’t blinded.
Legendary Actions
The black squamugon can take 2 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. The squamugon regains spent legendary actions at the start of its turn.
- Tail Swipe. Makes one tail attack.
- Infernal Whisper. Targets one creature within 60 feet. The creature must succeed on a DC 19 Wisdom saving throw or become frightened until the end of its next turn.
- Channel Surge (Costs 2 Actions). One creature affected by Infernal Channeling immediately casts a prepared spell as a reaction (if applicable), suffering backlash without a save.
Tactics
Black Squamugons are manipulators of mortal fate. In combat, they hover over the battlefield using greater invisibility and dominate person to disrupt key enemies, while subtly enhancing their ‘allies’ with Infernal Channeling—ensuring their downfall is inevitable. When threatened directly, they unleash Hellbrand Burst, retreat with plane shift, or hide behind a screen of corrupted flames.
Their ultimate goal is not just victory, but the damnation of mortal souls through temptation and betrayal.