In the adventure Quarantine, four new monsters and one new NPC were introduced. Here are the stat blocks for those monsters. All three will appear in BroadSword Monthly #2.
Demon, Greater
The greater demon, Qua-Soko appears as the central antagonist for Quarantine. You can read Qua-Soko’s stat block in the previous article the Demons of Hell.
Green-Eyed Demon
Qua-Soko’s green-eyed virus has three stages. The first stage is nearly undiagnosable; the victim’s eyes turn a light shade of green and they have a mild headache. When the victim reaches the second stage, their eyes begin to glow green and they turn savage, attacking everyone they see. Finally, when the victim reaches the third stage of the green-eyed virus, they transform into a horrible monster appropriately called a green-eyed demon.
Green-eyed demons are true horrors to behold. A green-eyed demon appears as its host did, except with mutated and exaggerated features, extra limbs, sharp teeth and claws, and rotting, fetid skin. The flesh around the green-eyed demon’s eyes dissolves, revealing empty sockets. The eyes turn to green fire, burning in the victim’s skull.
Green-Eyed Hell Hound
When a canine is infected with the green-eyed virus, it becomes a green-eyed hell hound during the third stage. The hell hound is a muscular, demonic dog, with fiery green eyes. Instead of breathing fire, the green-eyed hell hound sprays its victims with disease-carrying mucus.
Soul Devourer
Multiple green-eyed demons in the presence of each can merge their bodies to become a single, massive horror known as the soul devourer. The soul devourer is an agent of chaos and pestilence. It seeks to spread the green-eyed virus and assimilate creatures into itself.
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Green-Eyed Demon
Medium fiend (demon), chaotic evil
Armor Class 13 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
Abilities Str 17 (+3), Dex 11 (+0), Con 16 (+3), Int 5 (-3), Wis 7 (-2), Cha 5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron
Condition Immunities poison
Senses darkvision 120 ft., passive Perception 8
Languages understands the languages it knew before its transformation but can’t speak
Challenge 1 (200 XP)
Green-Eyed Virus. Any creature that touches or makes a melee weapon attack while within 5 feet of the demon must succeed on a DC 13 Constitution saving throw or become infected with the green-eyed virus. See “The Green-Eyed Virus” section in Quarantine for details.
Fiendish Endurance. If damage reduces the demon to 0 hit points, the demon does not die or fall unconscious until the end of its next turn, unless the damage it took or any damage it takes before the end of its next turn is radiant or from a critical hit.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected the green-eyed virus detailed above.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 6 (1d6 + 3) slashing damage.
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Green-Eyed Hell Hound
Medium fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 50 ft.
Abilities Str 17 (+3), Dex 11 (+0), Con 16 (+3), Int 3 (-4), Wis 7 (-2), Cha 5 (-3)
Saving Throws Wis +0
Skills Perception +2
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron
Condition Immunities poison
Senses darkvision 120 ft., passive Perception 12
Languages —
Challenge 3 (700 XP)
Green-Eyed Virus. Any creature that touches or makes a melee weapon attack while within 5 feet of the hell hound must succeed on a DC 13 Constitution saving throw or become infected with the green-eyed virus. See “The Green-Eyed Virus” section in Quarantine for details.
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Fiendish Endurance. If damage reduces the hound to 0 hit points, the hound does not die or fall unconscious until the end of its next turn, unless the damage it took or any damage it takes before the end of its next turn is radiant or from a critical hit.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected the green-eyed virus detailed above.
Disease Spray (Recharge 5-6). The hound exhales mucus in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, or become infected with the green-eyed virus detailed above.
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Soul Devourer
Huge fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 50 ft.
Abilities Str 23 (+6), Dex 9 (-1), Con 19 (+4), Int 9 (-1), Wis 9 (-1), Cha 5 (-3)
Saving Throws Con +8, Wis +3
Skills Perception +7
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron
Condition Immunities poison
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal
Challenge 9 (5,000 XP)
Green-Eyed Virus. Any creature that touches or makes a melee weapon attack while within 5 feet of the soul devourer must succeed on a DC 16 Constitution saving throw or become infected with the green-eyed virus. See “The Green-Eyed Virus” section in Quarantine for details.
Amalgam of Flesh. The soul devourer is composed of multiple bodies working as one. It has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. It is also immune to critical hits. If the soul devourer is reduced to 0 hit points, six green-eyed demons rise from its remains.
Fiendish Endurance. If damage reduces the soul devourer to 0 hit points, the soul devourer does not die or fall unconscious until the end of its next turn, unless the damage it took or any damage it takes before the end of its next turn is radiant or from a critical hit.
Actions
Multiattack. The soul devourer makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Assimilate. The soul devourer moves up to its speed. While doing so, it can enter a Large or smaller creatures’ spaces. Whenever the cube enters a creatures’ space, the creature must make a DC 16 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the soul devourer. a creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the soul devourer enters the creature’s space, and the creature takes 10 (3d6) bludgeoning damage and is engulfed. The engulfed creature is restrained and takes 10 (3d6) bludgeoning damage at the start of each of the creature’s turns. Also, while engulfed, a creature must make a DC 16 Constitution saving throw at the end of its turn. On a failed saving throw, the creature is assimilated into the soul devourer. An assimilated creature dies and the soul devourer regains a number of hit points equal to the creature’s Constitution score. An assimilated creature can only be restored with a true resurrection spell or similar magic.
An engulfed creature can try to escape by taking an action to make a DC 18 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the soul devourer.
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Noah Sander
Noah Sander is the owner of Maple Creek Florist in Rivertown and the secret leader of the demon-worshipping cult, the Emerald Seven. Noah is a powerful warlock of Qua-Soko, unafraid to die for his cause.
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Noah Sander
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 60 (11d8 + 11)
Speed 30 ft.
Abilities Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Saving Throws Wis +4, Cha +7
Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Senses darkvision 60 ft., passive Perception 11
Languages Common, Abyssal
Challenge 6 (2,300 XP)
Innate Spellcasting. Sander’ innate spellcasting ability is Charisma. He can innately cast the following spells (spell save DC 15), requiring no material components:
- At will: detect magic, false life, mage armor
- 1/Day: confusion, mass suggestion
Spellcasting. Sander is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:
- Cantrips (at will): eldritch blast, fire bolt, mage hand, minor illusion
- 1st-5th level (3 5th-level spell slots): banishment, burning hands, contact other plane, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short or Long Rest). When Sander makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll’s effects occur.
Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
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The book will include 4 new adventures, new campaign settings, new monsters, new magic items, and more!
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Art by Shutterstock (used with permission).