Image Description: Three humanoid figures. In the front is a small, skeletal, hairless figure with blue-black skin and three long, red claws on each hand. it is wearing a loincloth. To the left is a taller, also skeletal and hairless figure with red skin and bone wings. The figure is on fire. At the back is a heavily muscled white skinned figure with large claws, feathered wings, and a third eye positioned between and just above the other two.
Image by Wayne Reynolds, © Wizards of the Coast. Accessed at the Monster Manual II Art Gallery here.
Palrethee Medium fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft. Str 19 Dex 16 Con 16 Int 13 Wis 12 Cha 11 Saving Throws Dex +6, Con +6, Wis +4 Skills Deception +3, Insight +4, Persuasion +3 Damage Immunities fire, poison Damage Resistances lightning; bludgeoning, piercing and slashing damage from nonmagical attacks Damage Vulnerabilities cold Condition Immunities poisoned Senses darkvision 60 ft. passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 8 (3900 XP) Brute. A melee weapon deals one extra die of its damage when the palrethee hits with it (included in the attack). Fiery Shield. A creature that touches the palrethee or hits it with a melee attack while within 5 feet of it takes 5 (1d8) fire damage. Magic Resistance. The palrethee has advantage on saving throws against spells and other magical effects. Actions Multiattack. The palrethee makes two melee attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage or 15 (2d10+4) slashing slashing damage if used with two hands to make a melee attack, plus 9 (2d8) fire damage. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
According to legend, palrethee were once ambitious demons who yearned to rule the Abyss as balors. Despite their great malice and their sadism, these lost souls failed in some unknown trial by fire, and now they burn for all eternity. Many balors use palrethees as sergeants or messengers, taking great pleasure in reinforcing the ambitious demons’ subservient positions. This connection between the two kinds of demons has lent credence to the bards’ tales about the palrethees’ origin.
A palrethee is a tall, emaciated creature of humanoid shape with blood-red or blue skin, and bony, white, vestigial wings. The entire length of its body is wreathed in fire. The creature can alter the color and appearance of its flames at will, making them appear translucent and ghostly, or the red-orange shade of a fiery forge, or even blue-white and delicate. No matter how the flames look, their effects remain unchanged.
Palrethees have all the necessary combat abilities to join the din of battle, but these arrogant fiends often believe themselves to be above the petty assignments they receive. Desperate to acquire magic, mortal souls, or some other currency with which they can gain power, they try to make bargains, use humanoids as tools, or trick unwary mortals into doing their bidding. Unfortunately, part of their failures in the past that led to this punishment is their impatience and inability to manipulate others well, and so palrethee are poorly suited to rising back through the demonic ranks.
Originally from the 3.0 Edition Monster Manual II. If you like this post, consider following my Patreon to get access to content like this a week ahead of everybody else, plus updates on other projects I’m working on!









