“Maladomini Slug, the Architect of Decay”
The Maladomini Slug is a nightmarish, twelve-foot-long, semi-transparent horror, its countless eyes gleaming with malice as it oozes filth and acidic bile, leaving ruin and corruption in its wake under Beelzebub’s infernal command.

A nightmarish, twelve-foot-long, semi-transparent horror, the Maladomini Slug brims with acidic bile and filth, its countless eyes gleaming with malice as it slithers through Beelzebub’s domain, leaving ruin and corruption in its wake.
Appearance
The Maladomini Slug is a grotesque, semi-transparent behemoth, stretching twelve feet in length and standing roughly nine feet high at its tallest point. Its slimy gray body reveals a swirling interior of bile, filth, and unknown substances, while a multitude of malevolent eyes crowns its sluggish head above a gaping maw. Its presence exudes a repulsive stench that sickens nearby creatures.
Behaviour
Solitary or in small groups of three to seven, these slugs are methodical and relentless. Rarely fleeing, they move with slow, deliberate menace, using their size and filth to intimidate and dominate. They are as destructive as they are patient, striking with calculated precision to maximize ruin.
Habitat
Endemic to Maladomini, the eighth layer of the Nine Hells, Maladomini Slugs favor ruined or half-constructed buildings, labyrinthine infernal streets, and sites of architectural decay, where their trail of corruption spreads unchecked.
Modus Operandi
Maladomini Slugs employ acidic bile and Filth Fever to subdue or punish intruders. Their gaping maw bites with devastating force, while their toxic secretions corrode structures and living creatures alike. Attacking with melee weapons triggers a reactive bile splash, further defending the slug and spreading ruin. They leave no building intact that they traverse, reshaping destruction in service to Beelzebub’s twisted vision.
Motivation
These infernal slugs exist purely to enact Beelzebub’s will, seeking to destroy, defile, and “perfect” the architecture of Maladomini. Their instincts are driven by destruction, corruption, and loyalty to their master, making them tireless agents of ruin in his infernal domain.
Maladomini Slug 5e 2024
Maladomini Slug, Pathfinder
Cocytus Slug 3.5
Maladomini Slug

Large Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 195 (17d10 + 102)
Speed 30 ft., burrow 20 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 8 (–1) | 22 (+6) | 6 (–2) | 12 (+1) | 8 (–1) |
Saving Throws Con +10, Wis +5, Cha +3
Skills Intimidation +5, Perception +5, Stealth +3
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15
Languages understands Common and Infernal but rarely speaks
Challenge 12 (8,400 XP) Proficiency Bonus +4
Infernal Corruption.
The slug’s slime seeps into stone and metal, corroding what it touches. Each 5-foot square it moves across becomes difficult terrain until cleaned with holy water or purify food and drink. Unattended structures take 10 (3d6) acid damage per minute of contact.
Stench of Maladomini.
Any creature that starts its turn within 30 feet of the slug must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. A creature that fails by 5 or more is also nauseated, suffering disadvantage on attack rolls and ability checks. On a success, the creature is immune to this stench for 24 hours.
Regeneration.
The slug regains 10 hit points at the start of its turn. It doesn’t regenerate if it takes damage from a good-aligned weapon or a spell with the good descriptor.
Magic Resistance.
The slug has advantage on saving throws against spells and other magical effects.
Actions
Multiattack.
The Maladomini Slug makes one Bite attack and one Bile Jet attack if available.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 7) piercing damage plus 10 (3d6) acid damage, and the target must succeed on a DC 18 Constitution saving throw or contract Filth Fever.
Filth Fever. After 1 hour, an infected creature’s hit point maximum decreases by 5 (1d10) and its Dexterity and Constitution scores are reduced by 1 each day. The disease can be cured by lesser restoration or similar magic.
Bile Jet (Recharge 5–6).
The Maladomini Slug spews a torrent of corrosive bile in a 40-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much on a successful one.
Creatures that fail must also succeed on a DC 18 Constitution saving throw or be poisoned until the end of their next turn.
Bile Splash (Reactive).
When the Maladomini Slug takes damage from a melee weapon attack that deals piercing or slashing damage, acid sprays from its wounds. The attacker must make a DC 18 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much on a successful one.
Reactions
Vile Retaliation.
When hit by a melee attack, the Maladomini Slug lashes out instinctively, making one Bite attack against the attacker.
Legendary Actions
The Maladomini Slug 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 slug regains spent actions at the start of its turn.
- Detect. The slug makes a Wisdom (Perception) check.
- Crushing Advance. The slug moves up to half its speed without provoking opportunity attacks.
- Acidic Ooze (Costs 2 Actions). The slug secretes burning slime in a 10-foot radius. The area becomes difficult terrain, and creatures entering or starting their turn there take 9 (2d8) acid damage.
Tactics
A Maladomini Slug advances like a siege engine wrapped in living filth. It opens combat by spewing its Bile Jet to saturate the battlefield, then crawls forward, spreading its Infernal Corruption and forcing foes into confined, acidic ground. It punishes melee attackers with Bile Splash and relies on its Regeneration and Magic Resistance to outlast its enemies. Patient and purposeful, it fights until every structure—and every mortal—has collapsed into ruin in the name of Beelzebub’s perfection.
Maladomini Slug

Large Outsider (Devil, Evil, Extraplanar, Lawful)
CR 14
XP 38,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +21
Aura stench (30 ft., DC 26)
DEFENSE
AC 28, touch 10, flat-footed 28 (+18 natural, –1 size, +1 deflection)
hp 238 (17d10+136)
Fort +20, Ref +11, Will +13
DR 10/good and magic; Immune acid, fire, poison; Resist cold 10
SR 23
Regeneration 5 (suppressed by good weapons or spells with the good descriptor)
OFFENSE
Speed 30 ft., burrow 20 ft., climb 20 ft.
Melee bite +24 (3d6+12 plus filth fever, 19–20/×2)
Space 10 ft.; Reach 10 ft.
Special Attacks bile splash, breath weapon (50-ft. cone, 12d8 acid, Reflex DC 26 half, usable every 1d6 rounds), filth fever (DC 26), stench
Spell-Like Abilities (CL 14th; concentration +13)
- Constant—detect good, detect magic
- 3/day—acid fog, unholy blight (DC 18), wall of slime†
- 1/day—greater dispel magic, summon devil (1 erinyes or 1d4 bearded devils, 40%)
† Wall of slime functions as wall of fire except it deals acid damage and creates difficult terrain.
STATISTICS
Str 27, Dex 10, Con 28, Int 6, Wis 12, Cha 9
Base Atk +17; CMB +26; CMD 37 (can’t be tripped)
Feats Great Fortitude, Improved Critical (bite), Iron Will, Power Attack, Weapon Focus (bite), Weapon Specialization (bite), Toughness, Skill Focus (Intimidate)
Skills Climb +36, Intimidate +27, Perception +21, Stealth +11
Languages Infernal, Common (cannot speak); telepathy 100 ft.
SPECIAL ABILITIES
Bile Splash (Ex) When a maladomini slug takes piercing or slashing damage from a melee attack, it releases a burst of acidic fluid. All creatures adjacent to the slug take 5d6 points of acid damage (Reflex DC 26 half). The save DC is Constitution-based.
Breath Weapon (Su) Once every 1d6 rounds, a maladomini slug can vomit a cone of seething bile 50 feet long. Creatures within the area take 12d8 acid damage (Reflex DC 26 half). Those failing the save must also succeed at a Fortitude save (DC 26) or be sickened for 1d4 rounds. The save DCs are Constitution-based.
Filth Fever (Ex) Injury; save Fort DC 26; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Infernal Corruption (Su) Wherever a maladomini slug moves, it leaves behind trails of slime that corrupt and dissolve mortal architecture. Any structure or unattended object touched by this slime takes 10 points of acid damage per round until the residue is removed with holy water or a purify food and drink spell.
Stench (Ex) A maladomini slug exudes an overwhelming miasma of decay. Creatures within 30 feet must succeed at a Fortitude save (DC 26) or be sickened for as long as they remain within range. A creature that succeeds at the save is immune to this ability for 24 hours. Devils and creatures native to Maladomini are immune. The save DC is Constitution-based.
ECOLOGY
Environment any (Hell—Maladomini)
Organization solitary or cluster (2–6)
Treasure none
Maladomini slugs are massive, translucent fiends whose glistening flesh reveals the churn of bile and filth within. Their endless purpose is to erode the imperfect creations of mortals and devils alike, reducing stone to sludge so that Beelzebub may rebuild his dominion according to his twisted vision of infernal perfection. They slither through crumbling infernal cities and ruined mortal temples, devouring stone, metal, and sanctified relics with equal appetite.
TACTICS
Before Combat A maladomini slug emerges from beneath ruined foundations or walls, filling the air with its stench before unleashing its breath weapon to scatter clustered foes.
During Combat The slug advances slowly but inexorably, using acid fog to control the battlefield and drive enemies into confined spaces. It relies on its regeneration and damage reduction to endure assaults while bathing enemies in corrosive bile.
Morale A maladomini slug fights until destroyed, its mind consumed entirely by Beelzebub’s directive to cleanse imperfection through decay.
LORE
Knowledge (planes)
DC 20 – This creature is a devil spawned from Maladomini, the seventh layer of Hell, tasked with spreading decay and corrosion.
DC 25 – Its slime eats through even enchanted stone, and its bile burns with infernal acid.
DC 30 – Created by Beelzebub himself, these slugs are used to erase flawed architecture so that the Lord of Flies may rebuild it in his own grotesque image.
DESCRIPTION
A Maladomini Slug is a lumbering mass of translucent gray flesh, its bloated body sloshing with bile and pestilence. A dozen lidless eyes cluster around a gaping, toothed maw that drips acid thick enough to etch steel. Despite its sluggish form, every movement radiates malevolent purpose—the will of Beelzebub made manifest through slow, relentless desecration. Its passage transforms shining marble to foul sludge, leaving behind only ruin and the stink of damnation.
Cocytus Slug

A slimy, gray slug, the size of an ogre, makes it way towards you. Its skin is see-through and reveals that it is filled with bile, filth, and other unknown liquids and substances. A multitude of eyes dot its sluggish head, while a gaping maw appears just beneath them.
Cocytus slugs are the rarest product of Beezlebub they serve him by spreading filth and destruction. Beelzebub‘s puts them in charge of specifically destroying buildings so that he may reshape them and make them ‘perfect’, which is sort of like what he’s doing in his own layer, Cocytus. These infernal slugs continually spread mayhem in the name of their master, Beelzebub.
Cocytus slugs stand 9 ft tall at the ‘shoulder’, and are 12 ft. long. They weigh close to a ton and speak Common and Infernal languages.
Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.
Cocytus Slug | |
Large outsider (evil, extraplanar, lawful) | |
HD | 15d8 + 135 (202 hp) |
Initiative | +0 |
Speed | 30 ft., Burrow 30 ft., Climb 30 ft. |
AC | 27 (+18 natural, -1 size) touch 9, flat-footed 27 |
BAB/ Grapple | +15/+23 |
Attack | Bite +22 melee (3d6+12 plus Filth fever/19-20/x2) |
Full attack | Bite +22 melee (3d6+12 plus Filth fever/19-20/x2) |
Space/reach | 10ft./10ft. |
Special attacks | Bile splash, breath weapon, Filth fever |
Special qualities | Darkvision 60 ft., DR 10/good and magic, immunity to acid, fire, and poison, regeneration 5, SR 22, stench |
Saves | Fort +20, Ref +9, Will +12 |
Abilities | Strength 27, Dexterity 10, Constitution 28, Intelligence 6, Wisdom 12, Charisma 8 |
Skills | Climb +36, Hide +11, Intimidate +24, Listen +16, Move Silently +15, Search +13, Spot +14 |
Feats | Great Fortitude, Improved Critical (bite), Iron Will, Power Attack, Weapon Focus (bite), Weapon Specialization (bite) |
Environment | 9 Hells of Hell |
Organization | Solitary or group (3-7) |
CR | 14 |
Treasure | Nothing |
Alignment | Lawful Evil |
Advancement | 16-30 HD (large), 31-45 HD (huge), 46-50 HD (gargantuan) |
Combat
Cocytus slugs love to make good use of their breath weapons, even when not outnumbered. Rarely do they flee from battle.
Bile Splash (Ex): Acidic bile spews forth whenever the Cocytus slug is damaged by piercing or slashing melee weapons. Any creature who attacks a Cocytus slug with piercing or slashing melee weapons immediately take 5d6 points of acid damage. Reflex save DC 26 halves damage. DC is Constitution-based.
Breath Weapon (Su): Once every 1d6 rounds, a Cocytus slug can spew forth acidic bile in a 50 ft. cone. It deals 12d8 acid damage. Reflex save DC 26 halves damage. Creatures within range must also succeed a Fortitude save DC 26 or become sickened (or nauseated if sickened) for 1d4 rounds. DC’s are Constitution-based.
Filth fever (Ex): Injury; bite; Fortitude save DC 26; 1d3 Dexterity and 1d3 Constitution damage. DC is Constitution-based.
Regeneration (Ex): Cocytus slugs take normal damage from good and magic weapons, as well as spells with the good descriptor.
Stench (Ex): A Cocytus slug is surround in filth, which produces a powerful stench. Any creature (except Cocytus (Maladomini) slugs or Beelzebub) within 30 ft. the slug must succeed a Fortitude save DC 26 or be sickened for as long as they remain within ranged. DC is Constitution-based.
Skills: Cocytus slugs gain a +10 racial bonus to Climb and Intimidate skill checks.