Demodands – Fiendish Forces of Destruction for D&D 5th Edition

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Demodands, engines of fiendish destruction!  These grotesque underworld dwellers exist in the inescapable prison plane of Carceri; a plane devoid of hope and passion, where life is sealed away and slowly choked out entirely.  Despite being an incarnate form of death and destruction itself, many act as the guards to ensure captured souls never leave their writhing cages of torment. When not on active duty, their goals tend to be simple enough: find ways to help decay and dismantle the universe itself.  For this reason, they tend to be confused as demons.  However, they are not driven by a sense of chaos, but simply a hatred for reality and existence as a whole and the need to destroy it.  And oddly enough, they view values of liberty and chaos to be an obstacle in their way of absolute destruction.

The origin of these horrors is unknown to most planar folk, save for the barmiest of the barmy on the fringes of the planes themselves.  Mad scribes and banished fiends tell the tale of a Daemon who wanted to create a whole new race to add to the carnage of the Blood War.  Unfortunately, the resulting Demodands could not be controlled and ended up helping nothing.  Said fiend was supposedly banished to the depths of Carceri, with their Demodand spawn watching guard forever more.  While not directly interested in the Blood War, these fiends see it as an opportunity to prove their skills in entropy, ruination and extermination.

Author’s Note:  I’d say this was another successful fall/winter block of science-fantasy and planar content.  As always, thanks for keeping me going!  This is sadly the last extraplanar/sci-fi themed post for a little bit, as I want to continue challenging myself with different ideas and concepts.  Stay tuned for a new theme and some groovy announcements!

 

 

Tarry Demodand (Farastu)

Medium fiend (demodand), neutral evil

Armor Class 16 (Natural Armor)

Hit Points 128 (15d8+60)

Speed 30 ft.

STR 20 (+5), DEX 16 (+3), CON 19 (+4), INT 11 (0), WIS 13 (+1), CHR 16 (+3)

Saving Throws. Constitution +8, Wisdom +5

Skills. Acrobatics +7, Athletics +9, Intimidation +7

Damage Resistances. Bludgeoning/Piercing/Slashing damage from Non-Magical Weapons

Damage Immunities. Acid, Poison

Condition Immunities. Poisoned

Senses. Darkvision 60 ft., Passive Perception 11

Languages. Abyssal, Demodand, see tongues

Challenge 9 (5,000 XP)

Adhesive. When a creature makes a melee weapon attack against the demodand, it must make a dexterity saving throw (DC 16). Failure results in the target being disarmed, as the weapon is stuck to the demodand.

Reckless Attacker. The demodand can grant itself advantage on attacks for that round. But by doing so, targets have advantage against it until its next turn.

Magical Resistance. The demodand has advantage on saves against spells and other magical effects.

Innate Magic. The demodand is capable of casting innate spells, using charisma as its casting stat. (DC 15, +7 to spell attack)

– At-Will: Detect Magic, Tongues, Invisibility (self only)

– 1/Day: Dispel Magic

ACTIONS.

Multiattack. The demodand may make up to 1 bite attack 2 claw attacks per round.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage plus 4 (1d8) necrotic damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 4 (1d8) necrotic damage. Instead of dealing damage, the demodand can grapple the target instead. (DC 17)

 

Slimy Demodand (Kelubar)

Large fiend (demodand), neutral evil

Armor Class 16 (Natural Armor)

Hit Points 168 (16d10+80)

Speed 30 ft./60 ft. flight

STR 22 (+6), DEX 14 (+4), CON 20 (+5), INT 14 (+2), WIS 15 (+2), CHR 18 (+4)

Saving Throws. Constitution +9, Wisdom +6

Skills. Insight +6, Intimidation +8, Sleight of Hand +7

Damage Resistances. Bludgeoning/Piercing/Slashing damage from Non-Magical Weapons

Damage Immunities. Acid, Poison

Condition Immunities. Poisoned

Senses. Darkvision 60 ft., Passive Perception 12

Languages. Abyssal, Demodand, see tongues

Challenge. 10 (5,900 XP)

Oozing Acid. Unarmed attacks by this demodand deal an extra 7 (2d6) acid damage. Creatures grappled or grappling this monster take an extra 7 (2d6) acid damage. This damage is factored into relevant attacks.

Noxious Stench. A creature that starts its turn within 5 ft. of this demodand must succeed a Constitution saving throw (DC 17) or be poisoned until the start of their next turn.

Magical Resistance. The demodand has advantage on saves against spells and other magical effects.

Innate Magic. The demodand is capable of casting innate spells, using charisma as its casting stat. (DC 16, +8 to spell attack)

– At-Will: Detect Magic, Tongues, Invisibility (self only), Spider Climb

– 1/Day Each: Dispel Magic, Ray of Enfeeblement

ACTIONS.

Multiattack. The demodand may make up to 1 bite attack 2 claw attacks per round.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage plus 7 (2d6) acid damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage plus 7 (2d6) acid damage.

 

Shaggy Demodand (Shator)

Large fiend (demodand), neutral evil

Armor Class 17 (Natural Armor)

Hit Points 189 (18d10+90)

Speed 20 ft./60 ft. flight

STR 20 (+5), DEX 16 (+3), CON 20 (+5), INT 15 (+2), WIS 16 (+3), CHR 20 (+5)

Saving Throws. Constitution +9, Wisdom +7

Skills. Deception +9, Insight +7, Intimidation +9

Damage Resistances. Bludgeoning/Piercing/Slashing damage from Non-Magical Weapons

Damage Immunities. Acid, Poison

Condition Immunities. Charmed, Frightened, Poisoned

Senses. True Sight 60 ft., Passive Perception 13

Languages. Abyssal, Demodand, see tongues

Challenge. 12 (8,400 XP)

Magical Weapon. The demodand’s attacks count as magical for purposes of weakness and resistance.

Magical Resistance. The demodand has advantage on saves against spells and other magical effects.

Innate Magic. The demodand is capable of casting innate spells, using charisma as its casting stat. (DC 17, +9 to spell attack)

– At-Will: Detect Magic, Tongues, Invisibility (self only), Charm Person

– 1/Day Each: Cloudkill, Mass Suggestion

– 3/Day Each: Dispel Magic, Stinking Cloud, Ray of Enfeeblement

ACTIONS.

Multiattack. The demodand may make up to 1 bite attack 2 claw or carceri pike attacks per round.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

Carceri Pike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage. The target hit by this attack must make a dexterity saving throw (DC 17) or be restrained. The target also takes 9 (2d8) piercing damage at the start of their turn. Escape is similar to grapple. While a target is restrained, other targets of this attack automatically succeed the saving throw.

 

 

Variant Action – Demodand Summoning: Some demodands have the ability to call forth aid.

SUMMON DEMODAND (1/DAY): The demodand chooses and attempts a summon.

  • Tarry Demodand – 30% chance of summoning another tarry demodand
  • Slimy Demodand – 50% chance of summoning a tarry demodand
  • Shaggy Demodand – 50% chance of summoning a slimy demodand or 1d3 (1d6/2) tarry demodand

 

Image Credit: Tony Di’Terlizzi

Demodands and the Planescape setting are owned by Wizards of the Coast.  Content created by Doctor Necrotic, for Doctor Necrotic Media.

 

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One thought on “Demodands – Fiendish Forces of Destruction for D&D 5th Edition

  1. Pingback: Bizarre Bazaar Forever – Even More Planar Items! | Daemons & Deathrays

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