Wrath

There are many things that strike fear into the hearts of mortals. However, there are only a few beings in the multiverse that can strike fear even into the hearts of archdevils, demon lords, or gods. The furious titan, Wrath, is one of those beings. Wrath is a colossal demon, standing nearly 100 feet in height. This looming titan has been shackled to the layer of the Abyss known as Enmity. He is clad in black iron armor. Heavy chains hold a massive immovable rod in his mouth, effectively gagging the beast. Mighty shackles bind his hands together behind his back. A huge maw on his stomach is constantly muttering spiteful words in Abyssal and his gleaming red eyes fidget around in their sockets, looking out for anything to squish beneath Wrath's feet.

Wrath is a being of pure violence, hatred and spite and his power rivals those of gods. He is as mindless as he is powerful, attacking and destroying everything in his path. Long ago, the gods bound him to the Abyss so he wouldn't destroy the Material Plane. For thousands of years, Wrath has been tromping across the barren fields of Enmity, his anger festering and growing more and more, waiting impatiently for the day he breaks his shackles to release his might on the multiverse once more.

Wrath's Lair

Wrath's lair is the barren fields of Enmity, his own layer and prison in the Abyss. Enmity resembles a volcanic wasteland, an endless plane of jagged black rock, cracked ground, and gray dust. Everything that might have existed on this layer is long gone, since Wrath pulverizes every sort of life that enters his sight.

Lair Actions

On initiative count of 20 (losing initiative ties), Wrath can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:

Wrath chooses a point under a creature in his lair. He needn't see the creature, but he must be aware that an individual is in the lair to target that creature. Earth erupts in a geyser in a 30-foot cube centered on that point. Each creature in that area must make a DC 20 Dexterity saving throw, taking 19 (3d12) bludgeoning damage on a failed save, or half as much on a successful one. The ground in the area becomes difficult terrain.

Wrath opens a fissure in the ground, 10 feet wide, 50 feet long, and 200 feet deep, on a point in his lair. Each creature on the ground where the fissure opens, must make a DC 18 Dexterity saving throw. On a failed save, a creature falls into the fissure, and the damage it takes from the fall is maximized. On a success, it can use its reaction to move up to its speed away from the fissure, suffering the effect of a failed save if it doesn't leave the area.

Wrath emits a wave of anger in a 120-foot radius around him. Each creature in the area must make a DC 20 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to make a melee weapon attack against Wrath. If the creature can't reach Wrath, it moves to get within 5 feet of Wrath.

Regional Effects

The region containing Wrath's lair is warped by his magic, creating one or more of the following effects:

Wrath's anger warps the layer to a great deal. Within his lair, there are constant earthquakes, fissure open up and earthspikes appear out of the ground at random. The whole lair is clouded by a slight dark gray fog of dust and ash, slightly obscurring the area.

If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Wrath table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Wrath dies, these effects fade over the course of 1d10 days.

Madness of Wrath

If a creature goes mad in Wrath's lair or within line of sight of the demon lord, roll on the Madness of Wrath table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

Madness of Wrath