Envy

Within a grim tower of sand, Envy plots the destruction of all that believe are superior to him. Or so he thinks.

Envy has a jealous and toxic personality, that has made him drive away everything that lived close to his lair in the Abyss, the layer of Thonus, a desert only inhabited by a few remnants of giant scorpions, lamias, and jackalweres, outside of the sight of their ruler.

Although very skilled in the arts of thievery, planning, and scheming, his appearance still gives away the hatred he feels for every living being. He looks like a snake with six arms, covered with scales and golden accessories. From his jaws, his hands, and the golden skulls that are embedded in his body, a thick, poisonous liquid pours that constantly. He chooses to cover his face with a green cloak, to prevent that visitors, who come to negotiate with him from discovering his disdainful glance.

Envy's Lair

The Oasis of Phonus is the place that Envy calls home. Sitting in the middle of a desert-like plane, the Oasis is a giant citadel, with a cascade and a lake in the middle. In a tower overseeing the lake, Envy rules his empty kingdom. Behind the cascade, Envy hides his most ghoulish plans, including assassinations, thefts, and provoking wars.

Lair Actions

On initiative count 20 (losing initiative ties), Envy 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:

Envy casts the cloudkill spell in every spot of the lair. Envy doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round.

Envy calls upon a sandstorm in a 20-foot radius, centered on a point he can see within his lair. Within that area, all ranged weapon attacks are at disadvantage; gas and vapors are immediately dispersed; candles, torches, and similar unprotect flames are extinguished; and protected flames, such as those of lanterns, dance wildly. Furthermore, the area is lightly obscured difficult terrain.

Regional Effects

The region containing Envy's lair is warped by his

magic, creating one or more of the following effects:

The area within 6 miles of the lair is lifeless. There isn't even one living creature in the area, except from himself.

Small bodies of water, such as ponds or wells, within 1 mile of the lair become venomous. A creature that drinks the water is poisoned for 1 hour.

If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Envy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

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

Madness of Envy

If a creature goes mad in Envy's lair or within line of sight of the demon lord, roll on the Madness of Envy 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.