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“Malebolge: The Living Pit of Infernal Torment”

A nightmarish, sentient chasm of living stone and endless hunger, the Malebolge manifests as an inverted, organic pit whose walls writhe with mouths, eyes, and tentacles. Found in the deepest hells and surfacing only with catastrophic intent, it grinds the damned into dust with serene precision and cunning intelligence.


Appearance

A Malebolge resembles a colossal, upside-down pyramid of living red stone—roughly 40 feet wide at its opening and narrowing to a 5-foot base. Its slick, shifting walls pulse like muscle, sprouting gnashing teeth, questing tendrils, and blinking eyes that appear and vanish without pattern. When it speaks, a chorus of a thousand discordant voices echoes from every surface of the pit.

Behaviour

Calm yet horrifyingly purposeful, the Malebolge inflicts agony with methodical detachment. It seldom acts impulsively, preferring to lie dormant beneath stone or ash until prey approaches. Against formidable foes, it retreats into the earth, observing and waiting for the precise moment to strike.

Habitat

These living pits dwell primarily in the lowest reaches of Hell, buried beneath ashen plains and obsidian wastes. On rare and catastrophic occasions, they are summoned—or claw their way—into the Material Plane, where they glide through solid rock as though it were water, warping the terrain as they pass.

Modus Operandi

A Malebolge attacks by yawning open beneath its victims, dragging them into its depths where they fall a hundred feet before slamming against its writhing inner walls. Tentacles seize stragglers, while unseen organic mechanisms grind flesh and bone to pulp. It favors ambushes, hit-and-run strikes, and subterranean retreat over prolonged engagements.

Motivation

A living engine of punishment, the Malebolge exists solely to enact perfect, unending torment. It does not hunger, bargain, or seek dominion—its purpose is the eternal reduction of souls to suffering and dust, carried out with eerie serenity and precise fiendish intellect.

  • Malebolge 5e 2024
  • Malebolge, Pathfinder
  • Malebolge 3.5

Gargantuan Fiend (Devil), Lawful Evil
CR 23 (Mythic CR 26)


Armor Class 22 (infernal plating)

Hit Points 460 (40d12 + 200)

Speed 40 ft., burrow 30 ft., climb 40 ft.

STRDEXCONINTWISCHA
27 (+8)14 (+2)30 (+10)21 (+5)22 (+6)25 (+7)

Saving Throws Str +15, Con +17, Wis +13, Cha +14

Skills Perception +20, Insight +13, Intimidation +14

Damage Resistances cold; lightning; psychic; necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities charmed, frightened, poisoned

Senses truesight 120 ft., tremorsense 60 ft., passive Perception 30

Languages Infernal, telepathy 120 ft.

Proficiency Bonus +7


Traits

Infernal Geometry

Creatures that start their turn within 10 ft. of the Malebolge must succeed on a DC 22 Wisdom save or suffer 10 (3d6) psychic damage as their minds reject the twisting geometry of its form.

Legendary Resistance (3/Day)

If the Malebolge fails a saving throw, it can choose to succeed instead.

Magic Resistance

The Malebolge has advantage on saving throws against spells and magical effects.

Magic Weapons

The Malebolge’s attacks are magical.


Mythic Trait: The Ninefold Unravelling (Recharges after a Long Rest)

If the Malebolge is reduced to 0 hit points, it doesn’t die.
Instead, its body fractures into nine rotating plates of obsidian iron, revealing its true infernal core.

  • The Malebolge regains 350 hit points.
  • All conditions and effects end.
  • It immediately activates Ninefold Ascendance.
  • Its type becomes Mythic Fiend.

When this happens, read or paraphrase the Mythic Encounter text to intensify the battle.


Ninefold Ascendance (Mythic Phase Features)

While in its Mythic Phase:

  • AC increases to 24.
  • It gains resistance to all damage except force, radiant, and psychic.
  • It gains a fly speed of 80 ft. with perfect hover.
  • Its attacks deal +21 (6d6) psychic damage.
  • Hostile creatures that start their turn within 20 ft. take 10 (3d6) fire or cold damage (Malebolge’s choice each round).
  • Its form emits a soft metallic ringing like grinding chains.

Actions

Multiattack

The Malebolge makes three attacks: two with its Abyssal Maw and one with Spinal Carapace or Infernal Beam.

Abyssal Maw

Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 36 (6d10+8) piercing damage + 14 (4d6) fire damage.

Spinal Carapace

Ranged Weapon Attack: +15 to hit, range 120 ft., one target.
Hit: 28 (4d10+8) slashing damage. The target must make a DC 22 Str save or be pushed 20 ft.

Infernal Beam (Recharge 5–6)

The Malebolge fires a line of hellfire 120 ft. long and 10 ft. wide.
Each creature in the line must make a DC 22 Dex save, taking 66 (12d10) fire damage on a failure, or half as much on a success.

Spellcasting (Innate)

Spellcasting Ability: Charisma (save DC 22, +14 to hit).
The Malebolge can innately cast the following spells, requiring no material components:

  • At will: detect magic, suggestion, darkness
  • 3/day each: dispel magic, wall of fire, confusion
  • 1/day each: disintegrate, feeblemind, fire storm

Reactions

Fractal Recoil

When hit by an attack, the Malebolge distorts in shape. The attacker takes 10 (3d6) psychic damage and must make a DC 22 Wis save or have disadvantage on its next attack roll.


Legendary Actions

The Malebolge can take 3 legendary actions, choosing from the options below.

Move

The Malebolge moves up to half its speed without provoking opportunity attacks.

Mind-Shred

One creature within 60 ft. must succeed on a DC 22 Int save or take 18 (4d8) psychic damage.

Hellfire Lash (Costs 2 Actions)

A 20-ft. chain of fire lashes out:
+15 to hit, reach 20 ft., 1 target. Hit: 32 (5d10+8) fire damage.

Cataclysmic Tremor (Costs 3 Actions)

The Malebolge slams the ground.
Creatures within 30 ft. must make a DC 22 Dex save or take 45 (10d8) bludgeoning damage and fall prone.


Mythic Actions

(Available Only After Activating The Ninefold Unravelling)

Abyssal Lens (Costs 1 Action)

Target one creature within 120 ft.
It must make a DC 24 Wis save or be banished to an Infernal Sub-Layer for 1 minute, taking 14 (4d6) fire + 14 (4d6) psychic damage each round.
Repeat the save at the end of each turn.

Gravity Shear (Costs 2 Actions)

Invert gravity in a 30-ft-radius sphere.
Creatures must make a DC 24 Str save or take 28 (8d6) force damage and become restrained, suspended until the end of their next turn.

Ninefold Ruin (Costs 3 Actions)

The plates align in a moment of destructive perfection.
Each creature of its choice within 90 ft. must make a DC 24 Dex save, taking:

  • 63 (14d8) psychic damage, and
  • 63 (14d8) force damage

on a failed save, or half as much on success.
Objects take maximum damage.


Lair Actions

On initiative count 20, the Malebolge can take one lair action:

Infernal Reconfiguration

Alter a 40-ft area into serrated difficult terrain, rotate a platform, or raise iron plate-walls granting three-quarters cover.

Gravity Reversal Pulse

Creatures in a 60-ft line must succeed a DC 20 Con save or take 22 (4d10) force damage and be hurled 30 ft. upward.

Hellchain Manifestation

Three infernal chains erupt and attack creatures within 30 ft.
+14 to hit; Hit: 15 (2d8+6) slashing + 10 (3d6) fire.
A creature hit twice is restrained until the next lair action.


Regional Effects

The land within 6 miles of a Malebolge is warped:

  • Gravity subtly shifts, creating periodic downward pulls.
  • Rhythmic metallic ringing echoes faintly.
  • Stone and metal rearrange themselves when not observed.

Destroying the Malebolge ends these effects in 1d10 days.

Gargantuan Outsider (Evil, Extraplanar, Devil)

CR: 22
XP: 153,600
Alignment: Lawful Evil
Init: –1
Senses: darkvision 120 ft., tremorsense 240 ft.; Perception +28
Aura: Maddening Chorus (60 ft., DC 30 Will)


Lair Features

The Malebolge’s lair is an ever-shifting pit of living stone and iron, with impossible geometry that twists perception and reality. The lair extends up to 600 feet in each dimension, with multiple levels of spiked terraces, retractable walls, and floating basalt plates.

Lair Actions

On initiative count 20 (losing ties), the Malebolge can take one lair action:

  • Infernal Reconfiguration: The lair shifts, creating difficult terrain in a 40-ft area, rotating platforms, or raising iron plate walls (three-quarters cover).
  • Gravity Reversal Pulse: A 60-ft line (10-ft wide) of reversed gravity; creatures must make DC 30 Str saves or take 4d10 force damage and be hurled 30 ft. in the air.
  • Hellchain Manifestation: Three infernal chains attack all creatures within 30 ft.
    Attack: +30 to hit, 15 ft. reach, 15 (2d8+6) slashing + 10 (3d6) fire damage.
    Creatures struck by two chains are restrained until the next lair action.

Regional Effects

The area within 6 miles of the Malebolge’s lair is warped:

  • Gravity fluctuates unpredictably, causing sudden downward pulls.
  • Metallic ringing echoes faintly.
  • Stone and metal structures shift imperceptibly when unobserved.

These effects dissipate 1d10 days after the Malebolge’s death.


Mythic Malebolge Variant

Gargantuan Outsider (Evil, Extraplanar, Devil, Mythic)

CR: 25 (Mythic CR 28)
XP: 307,200
Alignment: Lawful Evil
Init: –1
Senses: darkvision 120 ft., tremorsense 240 ft.; Perception +28
Aura: Maddening Chorus (60 ft., DC 32 Will), Ninefold Ascendance (30 ft.)


Mythic Traits

Ninefold Unravelling

When reduced to 0 HP, the Malebolge’s core reveals itself as nine rotating obsidian plates. It regains 350 HP and activates Ninefold Ascendance. Conditions and effects end; the Malebolge can continue combat with mythic abilities.

Ninefold Ascendance Features

  • AC 24 (+25 natural + size +2 mythic)
  • Damage resistance to all except force, radiant, and psychic
  • Fly speed 80 ft. (perfect hover)
  • Attacks deal +6d6 psychic damage
  • Hostile creatures within 20 ft. take 10 (3d6) cold or fire damage at the start of their turn

Mythic Actions

The Malebolge can take 1 mythic action per round, in addition to normal actions:

  • Abyssal Lens (1 action): Target within 120 ft. must succeed on DC 32 Will or be banished to an Infernal Sub-Layer for 1 minute, taking 14 (4d6) fire + 14 (4d6) psychic damage each round.
  • Gravity Shear (2 actions): 30-ft-radius sphere inverts gravity. Creatures must make DC 32 Str save or take 28 (8d6) force damage and be restrained.
  • Ninefold Ruin (3 actions): All creatures within 90 ft. must succeed DC 32 Dex or take 63 (14d8) psychic + 63 (14d8) force damage.

Combat Tactics (Mythic)

  • Opens combat by burrowing into the ground and striking from below.
  • Uses Gravitic Maw and Devouring Pulse to pull multiple targets inside.
  • Leverages lair terrain and Mythic Actions to isolate and incapacitate enemies.
  • Prefers patient, methodical torment; retreats to reposition or reform if threatened.
  • Targets spellcasters and high-threat individuals with Abyssal Lens first.

Special Abilities

  • Living Pit, Writhing Anatomy, Subterranean Glide, Devouring Pulse
  • Legendary Resistance 3/day, Magic Resistance
  • Spell-Like Abilities: detect magic, detect thoughts, minor image, thaumaturgy (at will); dispel magic, fear (6th), phantasmal killer, wall of stone (3/day); earthquake, maze, symbol (1/day)
By Pvasiliadis - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=6005288, Malebolge
By Pvasiliadis – Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=6005288

A massive pit yawns open beneath your feet. You catch a glimpse of mouths opening in the wet red stone of the chasm’s sheer walls, of writhing tentacles and teeth as big as giants and a single staring eye in the very depths, looking back at you!

Monster Encyclopaedia I: Ravagers of the Realms
Author August Hahn, Gareth Hanrahan, Lizard
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2004

The malebolge are the living pits of Hell. According to some writings, there are but four malebolge; others claim there are nine or 16 or nine score and nine. Less comforting texts insist that if the lower planes are infinite in extent, then there must perforce be an infinite number of devils, including an endless amount of malebolge. Take heart in the fact that even the most comprehensive fiendish texts contain the true names of only two malebolge. Perhaps that is all that exist.

Physically, a malebolge is a roughly conical entity, like an upside-down pyramid, about 40 feet wide at its uppermost section narrowing to but five feet wide at its base. A creature who falls into a malebolge will fall 100 feet or so before smashing into the unyielding sides of the pit. Mouths, tentacles, eyes, teeth and other organs and orifices constantly open and close in the red stone; when a malebolge speaks, it speaks with a thousand voices which echo around and out of the pit.

Normally, the malebolge are to be found in the lowest reaches of the hells. The choicest of the damned are hurled into the maw of the malebolge, to be chewed upon and tormented for aeons. The living pits are not especially ambitious or active devils; they are serene in their constant infl iction of perfect agony and do not hunger like other devils to be called to the material plane to win souls and cause havoc. That said, when a malebolge is gated in by some lunatic, the results are nothing short of apocalyptic.

The land shifts and moves like water for the malebolge. They swim through the ashen plains of Hell and the stone of the material plane with equal ease, ‘surfacing’ for a moment to swallow some unfortunate, then returning into the depths to grind him into dust. They are cunning fighters and respectful of the powers of puissant beings. A malebolge facing a solar angel or high-level party will retreat into the ground and wait for a good time to attack instead of rising blindly and trying to grab its prey.

Malebolge
Colossal outsider (Evil, Earth)
Hit Dice40d8+372 (552 hp)
Initiative-3
SpeedBurrow 60 ft. (12 squares)
Armour Class25 (-8 size, -3 Dexterity, +26 natural), touch 0, flat-footed 24
Base Attack/Grapple+40/+71
AttackLesser mouth +47 melee (4d6+15)
Full AttackLesser mouth +47 melee (4d6+15)
Space/Reach40 ft./15 ft.
Special AttacksGaping maw, grinding pit, spell-like abilities
Special Qualitiesacid immunity, fire and cold resistance 20, damage reduction 20/epic, earth glide, tremorsense, spell-like abilities, Spell Resistance 30, telepathy 100 ft.
SavesFort +35, Ref +23, Will +26
AbilitiesStrength 40, Dexterity 4, Constitution 28, Intelligence 12, Wisdom 11, Charisma 6
SkillsConcentration +52, Diplomacy +43, Hide +27, Intimidate +43, Listen +43, Move Silently +41, Sense
Motive
+43, Spot +43, Survival +43
FeatsAwesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Stealthy, Toughness x4
EnvironmentLower planes
OrganisationSolitary
Challenge Rating23
TreasureTriple standard
AlignmentAlways lawful evil
Advancement
Level Adjustment

Combat

A malebolge’s primary method of attack is simple movement; it can move directly under a foe and have them fall into its body. While they are within, it can snap at them with the lesser mouths that sprout within it (or grapple them with its tentacles). Each person within the pit will be attacked by a single lesser mouth. It can also grind those trapped within it.

When faced with flying enemies, the malebolge turns to its spell-like abilities to knock its foes out of the air. reverse gravity is a favoured tactic; it flips the flyer into the malebolge’s mouth, then the pit sinks into the earth holding the flyer trapped within it.

Earth Glide (Ex): A malebolge can glide through stone, dirt or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.

Gaping Maw (Ex): A malebolge is basically a mobile 100- feet-deep pit. If it moves under a character, that character falls into the pit. Characters may make a Reflex save (DC 15) to Jump out of the way; if the edge of the malebolge is further than five feet away, the character must make a Jump check to reach the edge.

A character who falls into the malebolge takes 10d6 damage from the fall and is now trapped within the malebolge. He can attempt to Climb out (Climb check DC 30) as long as the roof of the malebolge is open. If the malebolge has descended into the earth using its earth glide ability, then there is no escape for the character by Climbing unless the malebolge surfaces again.

Grinding Pit (Ex): As a full-attack action, the malebolge can grind everything trapped within it. All creatures in the pit suffer 20d6 damage (opposed Strength check against the malebolge for half damage).

Spell-Like Abilities:

Caster level 40th. The save DCs are Charisma-based.

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