Guilt eaters, deathrattlers, and worldbenders are all names that describe the fearsome entities known as the fell-ahng’els. These creatures are the manifestations of an unknown god dying an eternal death within the realms of the unearthly twilight. As this god’s mind rots and decays, the death throes of its vast intelligence manifest in reality as the fell-ahng’els. These creatures are beings of limited existence with short life spans for which the mortal realms should be immensely thankful. However, there are legends of one who has always walked, the Ahng’el Prime, the first thought of the unknown god. Ahng’els sculpt reality into an unsolvable labyrinthian maze, locking creatures within a prison of their own shame. Many an adventurer has found themselves lost upon a path forged by a fell-ahng’el, creating a disturbing and twisted echo of divine creation once performed by its progenitor.


Medium aberration, neutral evil

Armor Class 16
Hit Points 221 (26d8 + 104)
Speed 30 ft., fly 30 ft. (hover)

14 (+2) 18 (+4) 19 (+4) 20 (+5) 17 (+3) 26 (+8)

Saving Throws Con +10, Int +11, Wis +9
Skills History +17, Perception +21
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, grappled, petrified, prone
Senses tremorsense 1 mile (blind beyond this radius), passive Perception 31
Languages Fell-tongue, telepathy 1 mile
Challenge 18 (20,000 XP)


Immortal Essence. When the fell-ahng’el is reduced to 0 hit points and there is a creature within range of its telepathy that has one or more levels of crippling shame, it is instead reduced to 1 hit point and a creature of the ahng’el’s choice within range of its telepathy loses a level of crippling shame.

Innate Spellcasting. The fell-ahng’el is a 20th-level spellcaster. Its innate spellcasting ability is Charisma (spell save DC 22, +14 to hit on spell attacks). It can innately cast the following spells requiring no components, and does not need to concentrate to maintain a spell’s effects for the duration:

  • At will: arcane lock, knock, mind spike (5th level), passwall, wall of stone
  • 2/day each: guards and wards, glyph of warding, mental prison, symbol
  • 1/day each: imprisonment, maze

Legendary Resistance (3/Day). When the fell-ahng’el fails a saving throw, it can choose to succeed instead.


Multispell. The ahng’el casts two spells, only one of which can target an enemy creature.

Dispersion (1/Day). Each creature of the ahng’el’s choice within 300 feet of it must succeed on a DC 22 Charisma saving throw or be magically teleported to an unoccupied space of the ahng’el’s choice within 1 mile of it. No two creatures teleported in this manner may appear within 100 feet of each other.

Empathic Link. The fell-ahng’el establishes an empathic link with a creature within range of its telepathy. Until the empathic link ends, the ahng’el feels all the emotions the target feels, the target is always considered within range of the ahng’el’s spells, and the target has disadvantage on saving throws against the ahng’el. The target can use an action on its turn to attempt to break the link by succeeding on a DC 22 Wisdom (Insight) ability check. The ahng’el can only have a single empathic link established at a time, and the effect ends immediately if an affected target leaves the range of the ahng’el’s telepathy.

Execute. Melee Spell Attack: +14 to hit, one creature with six levels of crippling shame, reach 5 ft. Hit: the target dies.


The fell-ahng’el can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ahng’el regains spent legendary actions at the start of its turn.

Empathic Link (Costs 2 Actions). The fell-ahng’el uses its Empathic Link.

Mind Spike. The fell-ahng’el casts mind spike.

Passwall. The fell-ahng’el casts passwall and moves up to its speed.

Ref: TPKB1 p116