Abaddon

Abaddon

https://www.dndbeyond.com/monsters/4927992-abaddon

Background:
Solomon “Abaddon” Thorne was once an ordinary man driven to madness by an aberration from the Far Realm. This madness manifested as a deep-seated paranoia and the delusion that demons were everywhere. Tragically, his visions sometimes proved true, as he foresaw Iuz’s forces but was dismissed as a madman. In the afterlife, Solomon and the aberration merged, becoming a single entity that now goes by the name Abaddon, a chilling echo of the Abyssal Destroyer.
Motivations:
This Abaddon is driven by a profound hatred of demons, a trait carried over from Solomon’s madness. He seeks to destroy the Abyss, an ironic goal considering the name he has adopted. To achieve this, he needs a permanent host, using paranoia and poltergeist-like activity to weaken potential candidates before attempting possession.
Limitations:
Abaddon cannot survive long in the Material Plane without a host. He must either possess someone or retreat to the Far Realm to recover. However, he is willing to compromise with a powerful host, allowing them some degree of control in exchange for their cooperation in achieving his objectives. This arrangement is temporary, however, as Abaddon will abandon a host if a more suitable candidate appears.
Powers:
Abaddon can grant his host a portion of his power as an enticement. The exact nature of these powers will vary depending on the host and Abaddon’s whims, but they are likely to be substantial, reflecting his connection to the Far Realm.

Abaddon’s effects on the party:

The Scene:

  • Dawn Breaks: The party awakens in their makeshift camp, the remnants of Abaddon’s dream still lingering in their minds. A sense of unease hangs heavy in the air.
  • Grim Discovery: As they stir, they notice a figure tied to a nearby tree. It’s the tiefling or cambion spy they failed to identify in Cudgel’s Rest, his body bearing the marks of torture and dark magic.
  • Position of the Possessed: Ensure the possessed party member is somewhere prominent within the group, close enough to the spy for their presence to be felt.

The Encounter Unfolds:

  1. A Glimmer of Recognition: The spy, barely clinging to life, stirs as the party approaches. His eyes flutter open, locking onto the possessed party member. A look of stark terror washes over his face.
  2. Abaddon’s Name, A Death Knell: With a raspy, fading voice, the spy utters a single word, “Abaddon…” He doesn’t see his former captor, but the demon possessing their companion.
  3. Ichorous Demise: As the name leaves his lips, black, oily tendrils erupt from the spy’s eyes, ears, and mouth. His body convulses violently, his skull splitting open with a sickening crunch. The ichor splatters the ground, leaving no doubt as to the perpetrator of this gruesome act.
  4. Lingering Dread: The spy’s body falls limp, the life completely drained from him. An unnatural chill pervades the area, and the faint scent of sulfur lingers in the air. The party is left in stunned silence, the weight of Abaddon’s power and their own vulnerability hanging heavy over them.

Enhancing the Atmosphere:

  • Whispers on the Wind: As the spy dies, the wind seems to carry whispers in Infernal, too low and guttural to understand, but chilling nonetheless.
  • Unnatural Shadows: The shadows around the campsite deepen and writhe unnaturally, as if feeding on the spy’s departing life force.
  • The Possessed’s Reaction: Does the possessed party member react to the spy’s death? Perhaps a flicker of satisfaction in their eyes, a twitch of their hand, or a sudden chill that only they feel.