Hi i want to create a homebrew evil beast and i cannot seem to create the dang thing because DnD beyond goes straight to a loading screen with an undead beholder.
so it tells me to contact support about this and the guy misread what i meant and said they don't do homebrew stuff with people and gave me this link to come here.
anyway feel free to have a look at this horrid thing and if you guys think its good then feel free to use it.
quick note its consumption abilities can change if you want or need them to. its essentially a grudge that this thing carries and its meant to be based off a past character that i made for one of the first campaigns i played in.
DND unfair beast
Devouring Demon
Fiend
Large
Chaotic neutral
Challenge rating: 20
Traits description
Selfish Consumption. this infernal beast is capable of permanently taking traits and stats of other creatures for itself, but only after it has defeated the beasts or creatures or people itself that it is taking its desired abilities from. cannot take traits from old corpses or creatures it did not defeat itself.
Consumption list:
(Bone Devil) Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The demon has Advantage on saving throws against spells and other magical effects.
(imp) Invisibility. The demon casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
(Balor) Fire Aura. At the start of each of the demon's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the demon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Actions description
Spiteful swiftness. allows it to roll advantage with every attack
Rude claws.Summons fire claws +10 to hit with a range of 15 ft. Dealing (4d6 + 8) slashing damage and (2d4) fire damage.
Jaw Clamp Siphon. Bites down using its jaw, +14 to hit range of 5 ft. Dealing (3d10 +8) necrotic damage, and healing it for half the damage.
Comeuppance.Only can be used on an enemy who is grappled. +5 to hit, dealing (6d8) of mental damage as the Demon feeds on the levels and experience of its prey
Bonus actions description
Jaw Clack. Clacks its jaw every turn, all creatures within 100 ft must make a wisdom saving throw of 14 or suffer frightened and roll with disadvantage.
Reactions description
Pathetic Pained Scream. every time this beast is attacked, will cause a shockwave from its scream where all creatures within a 10 ft radius must make a DEX saving throw of 14 or be pushed back and suffer 2d4 of sonic damage.
Monster characteristics description
A Demon which has characteristics of once being a regular person, condemned and forgotten it now has an empty skull for a head, no eyes and no flesh is touching the skull and its skull floats just above where the neck would be since there is no neck. They wear a duke or a duchess' clothes trying to feel accomplished and fancy, thinking they deserve it, and their hollow skull allows them to sense the slightest movement from any other beast nearby with very little trouble.
However, they thankfully can only be summoned and are incredibly rare since the exact tools and ingredients are unknown and they like to show up randomly. As such they are also really reasonable when it comes to prices for bargains and deals. allowing for after payment. But they usually prefer memories, experiences and emotions, so the best offerings that can be given to them is battle where they can kill the victims, the memories of the summoner, or an adventurer or person that they want nothing more than to break and cause to lose their mind.
"They are pitiful beings who felt like everyone was against them in their lives. so, they blame and torture all other beings for fun. if you are lucky, they will play with you and leave you alive missing one limb. but this is a game to them, so hope that they don't, since that means you are their new favorite toy, and they will play with you. Until. You. Break."
Legendary actions
Has a maximum of three actions at any time. gets one per its turn up to three turns. (Meaning it only gains one legendary reaction every time it gets an official turn)
Legendary Unfairness (Costs 3 Actions). after an enemies turn, the demon will create a copy of itself that has 10 health and deals half damage, the copy cannot perform any other attack other than Jaw Clamp Siphon. after this copied creature dies, causes the demon to be stunned for two rounds unless if it makes a constitution saving throw of 12 and it takes 20 damage.
AC 22
Initiative bonus 6
Passive perception 16
Average hitpoints 320
Hit points die count 20
Hit points die value d20
Hit point modifier 100
Str 18
Dex 24
Con 22
Int 16
Wis 18
Cha 24
Saving throw proficiencies DEX
Damage adjustments:
bludgeoning resistance, Cold vulnerability, fire immunity, lightning vulnerability, divine vulnerability.
fixed it up heres the official stat block im going for for this beast
DEVOURING DEMON Large Fiend (Demon), Chaotic Neutral
Armor Class 22 (natural armor) Hit Points 320 (20d20 + 100) Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
24 (+7)
22 (+6)
16 (+3)
18 (+4)
24 (+7)
Saving Throws Dex +13, Con +12, Wis +10, Cha +13 Skills Perception +10, Insight +10, Intimidation +13 Damage Resistances bludgeoning (nonmagical) Damage Immunities fire Damage Vulnerabilities cold, lightning, radiant Condition Immunities blinded, charmed, deafened, paralyzed Senses blindsight 60 ft., passive Perception 16 Languages Common, Abyssal, telepathy 120 ft. Challenge 20 (25,000 XP) Proficiency Bonus +6
Traits
Selfish Consumption. When the Devouring Demon kills a creature of CR 10 or higher, it can permanently absorb one of that creature’s traits or resistances (DM’s discretion).
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Fire Aura. At the start of each of the demon’s turns, each creature within 5 ft. of it takes 10 (3d6) fire damage, and flammable objects not being worn or carried ignite. A creature that touches or hits the demon with a melee attack while within 5 ft. also takes this fire damage.
Invisibility (1/day). As a bonus action, the demon magically turns invisible until it attacks or uses its Fire Aura again.
Actions
Spiteful Swiftness. The Devouring Demon rolls attacks with advantage.
Rude Claws.Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (4d6 + 8) slashing damage plus (2d4) fire damage.
Jaw Clamp Siphon.Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: (3d10 + 8) necrotic damage, and the demon regains hit points equal to half the necrotic damage dealt.
Comeuppance.Recharge 5–6. Targets a grappled creature. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (6d8) psychic damage as the demon feeds on the target’s memories and experience.
Bonus Actions
Jaw Clack. The demon clacks its jaw. All creatures of its choice within 100 ft. that can hear it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of their next turn. While frightened this way, they have disadvantage on attack rolls.
Reactions
Pathetic Pained Scream. When the demon takes damage, it releases a psychic shockwave. Each creature within 10 ft. must succeed on a DC 14 Dexterity saving throw or take (2d4) thunder damage and be pushed 10 ft. away.
Legendary Actions
The Devouring Demon has a maximum of three (3) legendary actions and regains one (1) legendary action at the start of each of its turns. It has only the following option:
Legendary Unfairness (Costs 3 Actions). After another creature’s turn ends, the demon creates a copy of itself with 10 hit points.
Copies can use all passive abilities, resistances, and traits currently possessed by the main body (including those gained via Selfish Consumption), but can only perform Jaw Clamp Siphon as an active attack and cannot perform bonus or reaction attacks like Jaw Clack andPathetic Pained Scream. Copies cannot use Legendary Unfairness to spawn additional copies.
The copy deals half damage with attacks and can only use Jaw Clamp Siphon.
The copy’s damage only heals the main demon if it is within 30 feet of the main body.
If the copy is farther than 30 feet, its attacks deal damage normally but do not heal the main demon.
When a copy dies, the main demon must succeed on a DC 12 Constitution saving throw or be stunned for two rounds and take 10 damage, unless the copy is more than 30 ft away.
Multiple copies can exist at once.
If the main body is slain while any copies remain, all copies immediately attempt to converge on its corpse, only one needs to reach it and sacrifice themself to restore the demon with 10 hit points.
If this process leaves only one remaining copy, that final duplicate triggers Diabolical Restoration.
Diabolical Restoration (Final Copy Only). When the last surviving copy dies, its body erupts in sulfurous smoke and vanishes, reforming in the Nine Hells. Upon restoration, the demon retains all memories, knowledge, abilities, and traits it gained before its defeat. The new body is whole and unharmed, awaiting its next opportunity to return to the mortal realm. The Devouring Demon cannot be permanently destroyed except within the Nine Hells or by divine intervention.
Description
Once a mortal soul condemned and forgotten, the Devouring Demon retains fragments of its former humanity beneath layers of infernal pride. Its skull, stripped of flesh and suspended just above its body, hovers where its neck once was—empty eye sockets glowing faintly with malicious intelligence. It adorns itself in the regal clothing of dukes and duchesses, a pitiful attempt to feel important again, and its hollow visage can sense the faintest movement or breath of nearby creatures.
The true nature of its arrival is a mystery even to most fiends. Mortals believe it is summoned through arcane rituals lost to time, but in truth, the Devouring Demon comes only when it wishes to interfere. It inserts itself into failed summonings, hijacking spells meant for other beings. At other times, it forces its way into the mortal realm simply out of boredom, curiosity, or wounded pride.
An insult, a challenge, or even a careless mockery whispered in its name can draw its attention across planes. When it decides to return, it does not act impulsively—it prepares, gathering power and allies in the Hells until it is certain that its vengeance will be absolute.
"They are pitiful beings who once believed the world was against them. Now, they blame and torture others for amusement. If you’re lucky, they’ll leave you alive—perhaps missing a limb. But if they take a liking to you, you’ll become their favorite toy. And they will play with you. Until. You. Break."
Hi i want to create a homebrew evil beast and i cannot seem to create the dang thing because DnD beyond goes straight to a loading screen with an undead beholder.
so it tells me to contact support about this and the guy misread what i meant and said they don't do homebrew stuff with people and gave me this link to come here.
anyway feel free to have a look at this horrid thing and if you guys think its good then feel free to use it.
quick note its consumption abilities can change if you want or need them to. its essentially a grudge that this thing carries and its meant to be based off a past character that i made for one of the first campaigns i played in.
DND unfair beast
Devouring Demon
Fiend
Large
Chaotic neutral
Challenge rating: 20
Traits description
Selfish Consumption. this infernal beast is capable of permanently taking traits and stats of other creatures for itself, but only after it has defeated the beasts or creatures or people itself that it is taking its desired abilities from. cannot take traits from old corpses or creatures it did not defeat itself.
Consumption list:
(Bone Devil) Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The demon has Advantage on saving throws against spells and other magical effects.
(imp) Invisibility. The demon casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
(Balor) Fire Aura. At the start of each of the demon's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the demon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Actions description
Spiteful swiftness. allows it to roll advantage with every attack
Rude claws. Summons fire claws +10 to hit with a range of 15 ft. Dealing (4d6 + 8) slashing damage and (2d4) fire damage.
Jaw Clamp Siphon. Bites down using its jaw, +14 to hit range of 5 ft. Dealing (3d10 +8) necrotic damage, and healing it for half the damage.
Comeuppance. Only can be used on an enemy who is grappled. +5 to hit, dealing (6d8) of mental damage as the Demon feeds on the levels and experience of its prey
Bonus actions description
Jaw Clack. Clacks its jaw every turn, all creatures within 100 ft must make a wisdom saving throw of 14 or suffer frightened and roll with disadvantage.
Reactions description
Pathetic Pained Scream. every time this beast is attacked, will cause a shockwave from its scream where all creatures within a 10 ft radius must make a DEX saving throw of 14 or be pushed back and suffer 2d4 of sonic damage.
Monster characteristics description
A Demon which has characteristics of once being a regular person, condemned and forgotten it now has an empty skull for a head, no eyes and no flesh is touching the skull and its skull floats just above where the neck would be since there is no neck. They wear a duke or a duchess' clothes trying to feel accomplished and fancy, thinking they deserve it, and their hollow skull allows them to sense the slightest movement from any other beast nearby with very little trouble.
However, they thankfully can only be summoned and are incredibly rare since the exact tools and ingredients are unknown and they like to show up randomly. As such they are also really reasonable when it comes to prices for bargains and deals. allowing for after payment. But they usually prefer memories, experiences and emotions, so the best offerings that can be given to them is battle where they can kill the victims, the memories of the summoner, or an adventurer or person that they want nothing more than to break and cause to lose their mind.
"They are pitiful beings who felt like everyone was against them in their lives. so, they blame and torture all other beings for fun. if you are lucky, they will play with you and leave you alive missing one limb. but this is a game to them, so hope that they don't, since that means you are their new favorite toy, and they will play with you. Until. You. Break."
Legendary actions
Has a maximum of three actions at any time. gets one per its turn up to three turns. (Meaning it only gains one legendary reaction every time it gets an official turn)
Legendary Unfairness (Costs 3 Actions). after an enemies turn, the demon will create a copy of itself that has 10 health and deals half damage, the copy cannot perform any other attack other than Jaw Clamp Siphon. after this copied creature dies, causes the demon to be stunned for two rounds unless if it makes a constitution saving throw of 12 and it takes 20 damage.
AC 22
Initiative bonus 6
Passive perception 16
Average hitpoints 320
Hit points die count 20
Hit points die value d20
Hit point modifier 100
Str 18
Dex 24
Con 22
Int 16
Wis 18
Cha 24
Saving throw proficiencies DEX
Damage adjustments:
bludgeoning resistance, Cold vulnerability, fire immunity, lightning vulnerability, divine vulnerability.
Condition immunity:
Blinded, charmed, deafened and paralyzed
Any habitat
Monster tags:
Abomination, Demon, Fiend
Treasure tables:
Arcana, implements, individual and relics
fixed it up heres the official stat block im going for for this beast
DEVOURING DEMON
Large Fiend (Demon), Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 320 (20d20 + 100)
Speed 40 ft., fly 80 ft.
Saving Throws Dex +13, Con +12, Wis +10, Cha +13
Skills Perception +10, Insight +10, Intimidation +13
Damage Resistances bludgeoning (nonmagical)
Damage Immunities fire
Damage Vulnerabilities cold, lightning, radiant
Condition Immunities blinded, charmed, deafened, paralyzed
Senses blindsight 60 ft., passive Perception 16
Languages Common, Abyssal, telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Selfish Consumption. When the Devouring Demon kills a creature of CR 10 or higher, it can permanently absorb one of that creature’s traits or resistances (DM’s discretion).
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Fire Aura. At the start of each of the demon’s turns, each creature within 5 ft. of it takes 10 (3d6) fire damage, and flammable objects not being worn or carried ignite. A creature that touches or hits the demon with a melee attack while within 5 ft. also takes this fire damage.
Invisibility (1/day). As a bonus action, the demon magically turns invisible until it attacks or uses its Fire Aura again.
Actions
Spiteful Swiftness. The Devouring Demon rolls attacks with advantage.
Rude Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (4d6 + 8) slashing damage plus (2d4) fire damage.
Jaw Clamp Siphon. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: (3d10 + 8) necrotic damage, and the demon regains hit points equal to half the necrotic damage dealt.
Comeuppance. Recharge 5–6. Targets a grappled creature. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (6d8) psychic damage as the demon feeds on the target’s memories and experience.
Bonus Actions
Jaw Clack. The demon clacks its jaw. All creatures of its choice within 100 ft. that can hear it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of their next turn. While frightened this way, they have disadvantage on attack rolls.
Reactions
Pathetic Pained Scream. When the demon takes damage, it releases a psychic shockwave. Each creature within 10 ft. must succeed on a DC 14 Dexterity saving throw or take (2d4) thunder damage and be pushed 10 ft. away.
Legendary Actions
The Devouring Demon has a maximum of three (3) legendary actions and regains one (1) legendary action at the start of each of its turns. It has only the following option:
Legendary Unfairness (Costs 3 Actions). After another creature’s turn ends, the demon creates a copy of itself with 10 hit points.
The copy deals half damage with attacks and can only use Jaw Clamp Siphon.
The copy’s damage only heals the main demon if it is within 30 feet of the main body.
If the copy is farther than 30 feet, its attacks deal damage normally but do not heal the main demon.
When a copy dies, the main demon must succeed on a DC 12 Constitution saving throw or be stunned for two rounds and take 10 damage, unless the copy is more than 30 ft away.
Multiple copies can exist at once.
If the main body is slain while any copies remain, all copies immediately attempt to converge on its corpse, only one needs to reach it and sacrifice themself to restore the demon with 10 hit points.
If this process leaves only one remaining copy, that final duplicate triggers Diabolical Restoration.
Diabolical Restoration (Final Copy Only). When the last surviving copy dies, its body erupts in sulfurous smoke and vanishes, reforming in the Nine Hells. Upon restoration, the demon retains all memories, knowledge, abilities, and traits it gained before its defeat. The new body is whole and unharmed, awaiting its next opportunity to return to the mortal realm. The Devouring Demon cannot be permanently destroyed except within the Nine Hells or by divine intervention.
Description
Once a mortal soul condemned and forgotten, the Devouring Demon retains fragments of its former humanity beneath layers of infernal pride. Its skull, stripped of flesh and suspended just above its body, hovers where its neck once was—empty eye sockets glowing faintly with malicious intelligence. It adorns itself in the regal clothing of dukes and duchesses, a pitiful attempt to feel important again, and its hollow visage can sense the faintest movement or breath of nearby creatures.
The true nature of its arrival is a mystery even to most fiends. Mortals believe it is summoned through arcane rituals lost to time, but in truth, the Devouring Demon comes only when it wishes to interfere. It inserts itself into failed summonings, hijacking spells meant for other beings. At other times, it forces its way into the mortal realm simply out of boredom, curiosity, or wounded pride.
An insult, a challenge, or even a careless mockery whispered in its name can draw its attention across planes. When it decides to return, it does not act impulsively—it prepares, gathering power and allies in the Hells until it is certain that its vengeance will be absolute.