Homebrew Demon Species Details

The demon reins from the same land as Tieflings, but instead are physical manifestations of sins. Everyday a demon will roll a dice, even numbers mean that the demon will manifest as an assassin like creature. If the number is odd, the demon will manifest as a warrior like creature. The assassin demon resembles a for feminine form and is more thin and quick, able to hide easily, and its main weapon are a pair of tentacle like appendages that protrude from it's back near where its tail should be. At the end of these tentacles, there are blades that can transfigure into alternate forms to suit its user. In addition to this they have claw like fingers that are built to pierce flesh and minorly slash. The alternate form being the warrior, takes a more masculine form being much taller and broader, with reduced speed but additional armor and damage. They larger hands that fully resemble claws. The claws are made for extreme slashing but are very ineffective at piercing flesh. They carry an additional ability that allows them to summon an aura of blood, once they are below 50% of their original health, that will heal them for half the damage they do for 2 rounds of combat.

Demon Traits

These traits depend on the form the demon appears in

language

Languages known

Warrior Form

While in the warrior form, and with wings active, the demon gains 40 flying speed. The demon also can jump up its height (use 7-8 feet on average)

 

While in warrior form, the demon's claws grow larger. They are extremely sharp and built for slashing creatures. When an attack is made with the claws, the damage dealt cannot be healed for 3 rounds of combat and will leave a corrupted wound. This wound will leave a glowing red mark that will remain there unless cleansed by magic. If left unchanged the mark will grow to cover the entire creature within the oncoming rounds, after which the creature will be lit on fire burning through all forms of protection for 2 rounds before the creature is fully disintegrated.

Tiny - 1 round

Small - 2 rounds

Medium - 3 rounds

Large - 5 rounds

Huge - 10 rounds

Gargantuan - 15 rounds

 

While in warrior form, the demon can summon an aura of blood and plagues, once it falls below 50% of its original health, around it in a 30-foot radius. When creatures first enter this aura they must make a dc 16 charisma saving throw or become frightened towards the demon. Additionally, when the demon does damage to a creature within the aura, they heal for half the damage they do with a maximum of 15 health healed.

 

Portal creation allows the demon to create and modify portals to other dimensions, once every 3 days.

 

This is a legendary action. Hell’s Rising can only be used when the demon has its wings out, this counts as a legendary action. When the ability is used the demon loses hitpoints equal to double its level but will double its damage for the next two. Whenever something with more than 5 hitpoints is killed within a 15-foot radius, they will be used as a sacrifice to summon a zombie. Additionally it will cause waves of pure panic and mania, causing creatures within a 15-foot radius to be confused if they fail a d16 charisma save.

 

While in its warrior form, the demon can use an action to grow a pair of wings that allows it to fly up to 15 feet above the ground. The wings are 6 feet wide and 3 feet tall and protrude from the upper back of the demon. They give disadvantage on stealth while they are out, and last until the demon wills them away.

 

While in warrior form, the demon gains a +4 to armor and does an additional d4 of slashing damage. At higher levels, this does more damage.

1st - d4

5th - d6

9th - d8

13th - d12

20th - d20

Assassin Form

While in assassin form, the demon gains 10 walking speed, loses 5 burrowing speed, and gains 5 climbing speed

 

A set of small and thin claws meant for piercing the demon's prey when they get close. In this form, the claws deal only piercing damage and on a critical hit, they cause the creature to roll a DC 15 constitution check, and on a fail become incapacitated.

 

The first time the demon does damage to a friend or enemy, it will enter a frenzy towards that creature, dealing 75% additional damage against the targeted creature and gains two actions for 2 rounds of combat following the attack and then they will enter a sedated state, have a disadvantage on attack rolls and saving throws for 1 round of combat.

 

Tentacles that protrude from the lower back, right above the hip, of the demon with metal blades at their end. The blades can twist to become weapons for stabbing and slashing or claw-like to grab, pull, or climb. Alternately the tentacles can be used to twist around the demon's prey like an anaconda does. For this purpose, the tentacles are 6 feet long. The damage dealt by the blades is dependent on the type of metal used, when the demon first arrives in the world there are no blades, and they can only be gained by melting metal and combining it with the demon's blood. This leaves the demon at an exhaustion level 5 for 15 minutes. After that, the tentacles can be dipped in the metal which will pull the metal up as it leaves. Now it can change shape as a bonus action to better suit its user. Any type of metal can be used but the ac of the material will change the damage. To calculate damage, you roll a d6 - 15 and add the ac. The second form of the blades, which are used for grabbing, pulling, and climbing does no damage but must succeed on a DC 14 strength check or whatever the dungeon master sees fit for the situation. The third usage for the tentacles, the twisting around prey will deal 1d10 + demon level, bludgeoning damage per round of combat. The creature becomes grappled (escape DC16).

 

As an action, the demon can mark its prey, with this mark lasting 5 rounds of combat, or for 30 minutes before combat. this creature takes double the amount of damage as long as the mark is active and will bleed out for 5 health per round after being attacked, for 5 rounds. Additionally, this will put the creature at an exhaustion level 1 for 1 hour, or for 3 rounds of combat. This ability can be used twice per day.

 

The demon can cast a grave mark on a location, taking 5 minutes for them to enact the mark. This counts as a legendary action. The marked location is a sphere with a radius of 50 feet. During those 5 minutes, they will enter a trance, which will only end after the mark has been made or when more than 15 damage has been taken. The mark lasts for 3 rounds of combat or for 15 minutes before combat. While this is in effect, all creatures that die within the marked location will remain alive for 5 more rounds of combat with their health and damage halved. Additionally, they will fight for the demon. This ability can be used once every 3 days

Demonic Action

This ability can only be used once every year. While in either form, the demon is able to use soul consumption. In a radius of 10 feet around the demon, creatures must make a DC18 charisma for every turn it spends within the radius. On the first fail, the creature’s movement speed is halved and it has a disadvantage on attack rolls. On the second fail, the creature falls prone. On the third fail the creature will fall to 0 hitpoints and their soul will be consumed by the demon. The creature has the ability to still make all their death saves but when they return they will act as a husk, attacking whatever comes closest, within a 15-foot radius. Upon soul consumption, the ability ends. The demon will gain an additional d10 to add to its damage roll and will have advantage on the first 3 attacks it makes after. The demon also takes the stats for one of the core abilities of the creature it consumes. In addition, it will replenish legendary actions for the demon.

Darkvision

Living in the pits of hell, the demon has superior vision in dark and dim conditions. It can see in dim light within 60 feet of itself as if it were bright light, and in darkness as if it were dim light. The demon can’t discern color in darkness, only shades of gray, but has the ability to discern wounded prey which are surrounded in a blood red haze. This haze projects around both enemy and allies as long as they are wounded.

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