Shapechanger: Beowulf can use its action to polymorph into a form that resembles a Medium humanoid (Half-orc or Werewolf), or back into its true form. Aside from its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Innate Spellcasting: Beowulf’s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: lightning bolt, true seeing
- 3/day each: chain lightning, destructive wave, finger of death
- 1/day each: soul cage, power word: fortify
Legendary Resistance (3/Day): If Beowulf fails a saving throw, it can choose to succeed instead.
Magic Resistance: Beowulf has advantage on saving throws against spells and other magical effects.
Magic Weapons: Beowulf’s weapon attacks are magical.
Blood Frenzy: Beowulf has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Enhanced Senses: Beowulf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sordid Might: Beowulf has advantage on Strength (Athletics) checks and Strength saving throws. Any creature that makes a Strength check against Beowulf must subtract (1d6) from their roll.
True Bloodlust: If Beowulf drops to less than half hit points, the pain takes hold, and Beowulf begins to lose control of its faculties. Beowulf gains an extra 2 claw attacks to its multiattack, and adds an additional (3d8) lightning damage to all attacks. This damage is also suffered if a creature touches Beowulf or makes a melee attack against it. If Beowulf makes a successful bite attack against a target, it regains (4d10 + 20) hit points. At the start of its turn, Beowulf must succeed on a DC 16 Wisdom Saving throw or move directly toward the nearest creature and use the Attack action against that creature.
Multiattack: Beowulf makes three attacks; two with its claws and one with its bite.
Claw: Melee Weapon Attack: +18 to hit, reach 10 ft; one target. Hit: (6d8 + 10) slashing or bludgeoning damage, plus (3d8) lightning damage.
Bite: Melee Weapon Attack: +18 to hit, reach 10 ft; one target. Hit: (5d12 + 10) piercing damage, plus (3d8) cold damage. If the target is a humanoid, it must succeed on a DC 24 constitution saving throw or be cursed with werewolf lycanthropy.
Howl of The Archdemon (Recharge 5-6): Beowulf unleashes a blood curdling howl. Each creature within 60 feet of it that can hear it takes (4d10) thunder damage and must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature that fails can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the frightened condition from this attack for the next 24 hours. Beowulf can choose any number of creatures it can see to be unaffected by the howl.
The Other: As a bonus action, Beowulf magically manifests The Other in an unoccupied space it can see within 60 feet. The Other is a sentient, translucent, gray image of Beowulf that lasts until it is destroyed or Beowulf dismisses it as a bonus action, manifests another echo, is incapacitated, or is more than 120 feet away from The Other at the end of its turn.
The Other has an AC of 20, 30 hit points, and is immune to all conditions. If it has to make a saving throw, it uses Beowulf’s saving throw modifiers. It is the same size as Beowulf and occupies its space. On Beowulf’s turn, it can mentally or verbally command the Other to move up to 60 feet without using an action.
While The Other is manifested, Beowulf has the following benefits:
- When Beowulf makes an action, it can make the action from its own space or from The Other's space.
- Other creatures provoke opportunity attacks when they move away from The Other, as if Beowulf was standing in the Other's space.
Other’s Keeper: If The Other is manifested, Beowulf can make The Other throw itself in front of an attack directed at Beowulf that it can see. Before the damage roll is made, Beowulf can use its reaction to teleport The Other to an unoccupied space within 5 feet of Beowulf. The damage roll that triggered the reaction is instead made against The Other. If The Other is destroyed from using this feature, it cannot be manifested again for (1d4) turns. This feature cannot be used again until the next dawn.
Legendary Action Uses: 3. Immediately after another creature's turn, Beowulf can expend a use to take one of the following actions. Beowulf regains all expended uses at the start of each of their turns.
Usurper's Carpal Sword: Melee Weapon Attack: +18 to hit, reach 15ft; one target. Hit: (8d8 + 10) slashing damage. If a creature is hit with this weapon, it takes an extra (3d8) necrotic damage at the start of their next turn for (1d4) turns. When Beowulf attacks a creature that has at least one head with this weapon and rolls a critical hit (19 or 20) on the attack roll, it cuts off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon.
Ambush Predator: If The Other is manifested, Beowulf magically swaps places with The Other. If a creature is within melee range of Beowulf or The Other, Beowulf makes a bite attack from either position.
Two minds, Two bodies, One single soul (Costs 2 Actions): If The Other is manifested, Beowulf and The Other can move up to 30 feet. Beowulf then makes a multiattack action, and an additional multiattack from The Other’s Position.
Description
"Throughout my many years, I have amassed almost every secret the Yggdrasil has to offer. But the truth about The Archdemon is one of my favourites. You see, most lords of the abyss are spawned from... well, the abyss. But not Lord Beowulf. I had the pleasure of meeting him many times... when he was just a man." ~ Silenda, Scholar of Secrets
Once a lowly mortal, The tortured soul once known as Garm was an adventurer travelling throughout Midgard alongside The Griffterz, protecting the innocent and hunting the wicked, promising he would repay their cruel misdeeds a thousand times over. Having struck an arcane deal with a hag known as The Dream Eater in his childhood, the blood of the ancient demigod Fenrir runs through his veins. After Yeenoghu, The Gnoll King and Beast of Butchery was defeated, Garm left behind everything he knew and loved to usurp the Demon Lord's reign of The Death Dells. The half-orc Lycanthrope then came to be known as Beowulf, The War Wolf, Killer of Killers and The First Archdemon of The Abyss, swearing that the affairs of Demonkind will never touch Midgard again.
Origin
After the massacre of Tarak Heill's wolf pack in The Sordid Spires, his anguished mind fractured in two. The fracture became an entity within The Half-Orc's psyche; a rageful beast known as The Other. Despite his bottomless anger and resentment of the world he was spawned into, The Other loved only one thing; the very broken soul that created him. He devoted his existence to protecting Tarak, promising to help him achieve everything he would ever desire, and to this end, The Other created the Mantra the two would forever live by: "Lament not our solitude, for it is our blessing. Seek not love, for it is our shackle. Seize every power, for it is our right. And bring vengeance, for it is our purpose." Although the two would often disagree, their bond ran deeper than any blood tie could ever hope to, and from their Yin and Yang duality, Garm was born.
Years later, having found himself among a congregation of misfits and outcasts, Garm became a founding member of the heroes known as The Griffterz, alongside the mild-mannered Peregrine Of Strawnest, the eccentric Prince Fenwick of King's Grove, and the radiant Marla of The Feywild. Together, they travelled all throughout Bahoch, and became renowned heroes of Midgard against the forces of evil. Garm, growing ever dissatisfied, gained a reputation as the most controversial party member due to his extreme and often cruel methods. After the death of Baaltro Thesis, a trusted friend and 5th member of The Grifferz, Garm would sacrifice his own right hand to fuse with a powerful demonic blade known as the Zealot's Carpal Sword, the very weapon that plunged through the heart of his dear friend. Many months and countless adventures later, after finding himself betrayed by the Aesir, Garm had an epiphany: No matter how many acts of good The Griffterz spread throughout the lands, their legacy was a mere blink in existence. Their greatest adversary, The Demon Lord Yeenoghu, was neither the the only threat to Midgard nor was he the most powerful. And the late Vampire Lord Carlisle D'amor, as spiteful and bitter as he was, was correct; The gods cared nothing for Midgard, and they would bring no salvation, now or ever. It was then that Garm realised what he must do; he could never stop evil. But maybe he could control it.
Under the guidance of The Other, Garm began to toil in secret. The Zealot's Carpal Sword, now named The Usurper's Carpal Sord, was just the beginning on his path to becoming the Demon that would hunt all other demons. From there he would amass a great army in the Carrion Wastes, made up of Yeenoghu's own converted Gnolls and a Snivelling white dragon named Isklo. Garm would even study the theory of liches and their phylacteries, and use the knowledge to turn his own body into an anchor for The Other's new spectral vessel. Finally, in a fleeting moment of clairvoyance, Garm would use his friend, Stolas of Fataal, to extend an olive branch towards the gods that betrayed him; "The enemy of my enemy is my friend." Though they would never make amends, Garm would allow Hel to use Garm's abyssal layer as a base of operations, allowing them to coexist and cooperate in their shared war against demonkind. The only condition of this arrangement was to turn over the imprisoned Fenrir to Garm's custody, where they would be free to roam and kill to their heart's content alongside one another, free from the oppression of The Aesir. Upon finally slaughtering Yeenoghu and seizing his throne, Garm changed his name one final time to Beowulf, at last liberated of his prison of flesh and bone, unshackled from the chains of dogma and decadence. He turned his hatred to all beings of The Abyss, from the lowliest Ghoul to The most powerful Lord, swearing to eradicate them all from existence, even if it takes until the end of time.
Lair and Lair Actions
Beowulf's lair in the Abyss is an enormous cave called Gnipahellir II. Outside, The heart of a great storm rages, and seldom a minute passes without the deafening crash of lightning. The surrounding tundra's are vast and lethal, burying any relics of Yeenoghu's rule beneath dozens of feet of snow and ice. The area is populated by Gnolls, Werewolves, Tanarruk, and Beowulf's beloved wolf spirits. Devils from Hel's forces are occasionally sighted in the region; a testament to the tenuous alliance between The Death Dells and The Nine Hells. Inside the cave is a domain of blood and savagery, where Beowulf sits atop a throne of bones and The Other skulks amongst the shadows; ever ready to strike. Beneath the cave is a colossal pit where Beowulf's pet resides; a Goristro named Gaismagorm. Strewn throughout the lair are the many corpses and weapons of Felled Demon Lords, Lesser Fiends and any Devils or travellers foolish enough to enter. Beowulf is seldom in his own layer; often preoccupied with his eternal war, and rarely leaves his lair when he is home. To behold him outside of Gnipahellir is a telling omen: the war begins once again.
The region containing Beowulf's lair is warped by its magic, creating one or more of the following effects:
- Beasts within 6 miles of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
- Within 1 mile of the lair, a terrible blizzard of blood ice and red lightning rages, making navigation of the area exceedingly difficult.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 20 Wisdom saving throw or descend into a madness determined by the Madness of Beowulf table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Beowulf dies, these effects fade over the course of 1d10 days.
Madness of Beowulf
If a creature goes mad in Beowulf's lair or within line of sight of the demon lord, roll on the Madness of Beowulf table to determine the nature of the madness, which is a character flaw that lasts until cured.
|
d100 |
Flaw (lasts until cured) |
|
01-20 |
“Hate comes easily to me and explodes into rage.” |
|
21-40 |
“There is more than one mind inside my head.” |
|
41-60 |
“I am prey to none. Friend to none. Predator to all.” |
|
61-80 |
“It is my right to become the strongest and most feared in all the universe.” |
|
81-100 |
“I envy the strength of others, and conspire to steal it for myself.” |
On initiative count 20 (losing initiative ties), Beowulf can take a lair action to cause one of the following effects:
Beowulf chooses a weapon claimed from a slain Demon Lord and moves up to its speed, then makes an attack with the chosen weapon. It cannot use the same weapon two rounds in a row. Roll (1d6) to determine the weapon used:
- 1-2: Yeenoghu's flail: Beowulf makes three attacks. Melee Weapon Attack: +18 to hit, reach 10ft, one target. Hit: (3d12 + 10) Bludgeoning Damage.
- 3-4: Baphomet's Heartcleaver: Beowulf makes four attacks. Melee Weapon Attack: +18 to hit, reach 10ft, one target. Hit: (2d10 + 10) Force Damage.
- 5-6: Graz'zt's Waves of Sorrow (Greatsword): Beowulf makes three attacks. Melee Weapon Attack: +18 to hit, reach 10ft, one target. Hit: (4d6 + 10) slashing damage plus (3d6) acid damage.
Beowulf creates a howling storm of blood ice and red lightning in a 40ft cone within range. Until the next initiative count 20, the area is heavily obscured by the swirling storm. When the storm appears, each creature in the area takes (4d8) cold damage and (4d8) lightning damage, or half as much damage with a successful DC 23 Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn. Beowulf is immune to this effect.
Previous Versions
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7/2/2026 12:08:45 AM
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Coming Soon
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