Homebrew Demonoid Species Details

Demonoids are a race brought from the farthest reaches of continents that are far from what has currently been discovered, however with their arrival far stronger beings of evil and malice have arisen to join them. Skodati acts as the leader of Demonoids, along with him a large number of higher ranking Demonoids join him in his endless quest for power. The ones who have been seen and recorded are Estela, the primordial fear of losing control of one's self, she manifests as a small child, however her dolls and playthings are nothing to be messed with. Ziet, the primordial fear of losing time, he acts as a general for Skodati although he isn't very well liked. Lastly is Liusha, the primordial fear of suffocation, any who find themself in her realm of madness have never come back the same.

Most Demonoids can only be created through the absorption of the blood of a higher ranking Demonoid, such as Skodati or Liusha, however most lose their sanity whenever they do transform, losing their sense of independence and being sucked into the hivemind.  

Animalistic Forms

Demonoids can be regarded as being similar to animals, especially when they find themselves losing their minds in their timeless bodies. Demonoids have more chromatic eye colors (such as red or purple), as well as their nails being far sharper than usual, and much harder to manage. However, most of their features are retained from their body type prior to when they have been turned into a Demonoid.

 

A Timeless Perspective

Demonoids have been around for generation after generation, being able to outlive even the longest lasting races such as the elves. The oldest recorded demonoid is Skodati, the primordial fear of darkness and the creator of the Demonoids. He is over a millennium old and still growing stronger with each day that passes.

Demonoids often lose their sense of time, never truly knowing when they were created or how long they have been around, this loss of time and memory only grows worse the longer they remain alive.

Hidden Worlds

Demonoids come from a location unknown to most people, it could be described as the realm of darkness itself. However, this location was once a blossoming continent, the nation that lived on it thriving with its bountiful resources. Skodati changed it into a land consumed with a dark fog that will never be lifted if his deepest ambitions become reality. 

 

Unsettling Morality

Demonoids that find themselves unlucky will be consumed by Skodati's influence, falling victim to his hivemind and forced to do his bidding, however some are lucky enough to have never been incorporated into his hivemind. These lucky few usually retain the chaotic tendencies of the race. Those under the influence always carry out evil actions, however can be quite nice and understanding to people that take the chance to greet them and converse. 

 

Beings of Darkness

Demonoids live and thrive in dark environments similar to the environments of their natural continent. They have heightened senses that help them in that black nights and shinning moons that they choose to hunt under. 

 

Demonoid Traits

Your Demonoid adopts many supernatural abilities that are granted through the power of the Demonoid blood. Some powers can be quite unexplainable, however come with unsettling downsides.

Ability Score Increase

Your Constitution score increases by 2 and one other ability score increases by 1

Age

No Demonoid has ever been recorded of dying from natural causes, being able to survive as long as they stay fed and healthy. The oldest recorded Demonoid is Skodati, being over a millennium old.

Size

Demonoids retain most features that they had from the form they used before being transformed. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses

You have proficiency in the Perception skill when relying on your sense of smell or your sense of sight. (Specifically in dark environments) 

Unsettling Diet

Demonoids can only consume meat for sustenance. However, usually do not need to consume food regularly to survive. Only being required to eat at a rate of around once per week. Eating flesh or drinking blood during combat sends them into a frenzy. They lose control over their bodies, instinct taking over and guiding their actions. While in a frenzy you move towards the closest creature to you that you can see or smell. (Smell if they have taken damage/are bleeding this prerequisite excludes other Demonoids, fiends, undead, and constructs.) Making an attack on a creature that is already damaged/bleeding is benefited with a modifier equal to your constitution modifier. (a minimum of one) if there is a corpse within 5 feet of you at the start of your turn, your action is immediately spent eating from the corpse, when you do you regain a number of hit points equal to 1d6 + your constitution modifier. During a frenzy, if there is a corpse within 30 feet of you, you are forced to use your movement speed towards the corpse, taking your action to feast from it if you reach it. Eating from a corpse immediately ends your frenzy, and prevents you from entering another for the rest of the combat. You may frenzy a number of times equal to your proficiency bonus, regaining expended uses next dusk.

Radiant Vulnerability

Demonoids are weakened by the force that opposes the darkness that Skodati emanates, light. You gain a level of exhaustion each hour when exposed to direct sunlight, the energy feeling as if its melting through your skin. To alleviate the effects, you can rest in shaded or dark areas, needing to remain in the area for 10 minutes times your exhaustion level to fully alleviate the effects (Ex. you would have to rest for 30 minutes if you had 3 levels of exhaustion, 20 for 2, 10 for 1, ect). Demonoids are also greatly harmed by Radiant damage sources, taking increased damage equal to the attacking creatures' strength or dexterity modifier. (taking whichever is higher)

Supernatural Energy

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Death Resistant

Demonoids are more resilient than other creatures, being unable to die from most natural circumstances. When brought to 0 hit points by a nonmagical attack, instead of rolling death saving throws you are instead knocked unconscious, dropping to the ground and dropping all items currently held in your hand, when this occurs you are unable to be woken up, staying in this form of trance for a number of minutes equal to 1d4 x 60 (1 hour, meaning if a 2 was rolled, you would be unconscious for 2 hours.) After waking from this trance, you regain 1d6 hit points instead of being brought back at 1 hp. If you are reduced to 0 HP from a magical source, you would roll death saves as normal.

Languages

You can speak, read, and write Common, Abyssal, and one other language of your choice.

Comments

Posts Quoted:
Reply
Clear All Quotes