Homebrew Frost Demon Species Details
Most frost demons have red pupils and bodies covered in keratinous, typically white, exoskeletons. They also have reptilian features such as a long tails, prehensile three-toed feet, body spikes, and horns. They are adorned with colored gem plates on the head, torso, ankles, wrists, and shoulders. Frost demons can have hair, though this is uncommon.
Frost demons are born with so much energy and power that they must go through four stages, or “forms” as they call them, as they mature. Their first form is small, often with a large head, long tail, and stout body. Their second form is much larger, bulkier, and more imposing, with larger and more pointed horns, like a bull. Then their third form, also called their Assault Form, is about the same size as their second form, but with a great amount of physical mutation, looking strange and bizarre to all other creatures. Their fourth and final form is their strongest, but is smaller than their other forms. They are sleek, lithe, and slender, with an appearance that is simple, yet frightening to those who know what it means. If a frost demon activates all of their power in this form, it bulks up significantly, becoming much more muscular.
Frost Demons are ruled by a king or queen, who can hold sway over entire galaxies if they play their cards right and display enough strength. They are proud, frightening, and majestic, though they are not often noble. Frost Demons are powerful enough that they rarely train, instead relying on the power they have had since birth. Frost Demons are small enough in population that encountering them in large groups is almost impossible; instead, they are often raised by only their direct family, moving on to find a mate and likely a planet or several to rule once they grow older.
Frost demon names always have something to do with ice, the cold, or refrigeration. Frost Demon names are unigender because of this.
Names: Frieza (Freezer), Coola (Cooler), Chilled, Cold ,Frost, Froze
Frost Demon Traits
A powerful race of megalomaniacs.
Ability Score Increase. The frost demons are lightweight, fast, and yet very durable. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. A frost demon reaches maturity by 16 and can live to be up to 400, only showing signs of aging in their late 300's.
Alignment. Frost demons have no set alignment as a whole, but the majority tend to be evil, caring only for their own agenda and pride, and most have a distaste for chaos, leaning towards lawful or neutral alignments.
Size. Frost demons vary widely in height and build, from barely 5 feet to well over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Prehensile Tail. You have a long tail, longer than either of your arms and long enough to grab something from behind you and hold it above and in front of you. Small objects may be carried and manipulated as though the tail had half your Strength score, with fine manipulations, such as lockpicking or untying knots, possible at disadvantage to the roll in question. Having a prehensile tail gives proficiency in the Acrobatics skill. Your tail can also be used to make unarmed attack, but it may not carry weapons.
Built for Space. Frost demons don't require oxygen and are adapted to high altitude, extreme heat, and extreme cold as described in chapter 5 of the Dungeon Masters Guide. Thusly, they can survive in the vacuum of space without any duress.
Incredible Durability. Frost demons are far more durable than any other flesh and blood race, even being able to survive bifurcation and vivisection. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Composite Class. If you are a frost demon, frost demon is both your class and your race. You can multiclass out of the frost demon class, but cannot multiclass into it, as it requires being a frost demon.
Languages. You can speak, read and write, Common, Glaerian, and one other language of your choice. The frost demon native language, Glaerian, uses many harsh syllables and phonetics. It uses the Sylvan script.
Random Height and Weight
| Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
|---|---|---|---|
| 4′ 6″ | +3d12 | 60 lb. | × (1d10) lb. |
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Frost Demon
The frost demons are a race of powerful aliens, with the strongest and most influential of them holding sway over entire galaxies. They wield powerful energy attacks, and can move and even destroy objects with nothing but their mind.
Introduction
Frost demons are known for their great strength, fearsome appearance, and incredible ability with energy and telekinesis. Most are thought of as evil, due to the behaviors of their most infamous members, the Frieza Clan. However, like any race, frost demons are greatly varied in personlity and motivations. That in mind, most frost demons are lawful beings, although those laws are typiclly their own personal laws and codes. Evil and neutral are the most common alignments for frost demons, but good frost demons are not unheard of.
Creating a Frost Demon
When creating a frost demon, ask yourself this: What has brought you to your current adventure? Most frost demons are not ones to take on challenges themselves, instead sending subordinates. Are you just getting started, trying to spread your influence? Or have you been born into a long-standing clan of frost demons with galactic sway? Are you sadistic and cruel, like the most famous members of your race, or are you more kind and genuine, going against your race's stereotype?
- Quick Build
You can make a frost demon quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Noble background.
Class Features
As a Frost Demon you gain the following class features.
Hit Dice: 1d10 per Frost Demon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Pointsat Higher Levels: 1d10 (or 6) + Constitution modifier per Frost Demon level after 1st
Armor: None
Weapons: None
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Intimidation, Persuasion, Deception Acrobatics, Sleight of Hand, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- A set of clothes that you can wear over your Bio-Suit
- A Scouter (an eye and ear piece that can gauge the strength of foes (in other words, their XP value) with a built-in microphone connected to other Scouters.
- (a) A Hover Pod, or (b) Explorer’s Pack
- A cape worn on the shoulders, bearing the emblem of your Frost Demon family. Can be attached to your Bio-Suit, or any other clothes.
- If you are using starting wealth, you have 1d4x10 gp in funds.
| Level | Proficiency Bonus |
Energy Points | Telekinesis Lifting Weight (lbs) | Features |
|---|---|---|---|---|
| 1st | +2 | 5 | 40 | Energy Bullet, Energy Attacks, Repressed Power/First Form, Telekinesis, Natural Armor |
| 2nd | +2 | 5 | 50 | Energy Beam |
| 3rd | +2 | 5 | 60 | Energy Recharge |
| 4th | +2 | 5 | 70 | Ability Score Improvement, Second Form, Ability Score Improvement |
| 5th | +3 | 7 | 80 | Extra Attack |
| 6th | +3 | 7 | 90 | Energy-Enhanced Strikes, Bending Energy Bullet |
| 7th | +3 | 7 | 100 | Evasion |
| 8th | +3 | 7 | 110 | Ability Score Improvement, Third Form, Ability Score Improvement |
| 9th | +4 | 9 | 120 | Energy Saucer |
| 10th | +4 | 9 | 130 | Rapid Energy Bullet |
| 11th | +4 | 9 | 140 | Energy Ball |
| 12th | +4 | 9 | 150 | Ability Score Improvement, Fourth Form 50%, Ability Score Improvement |
| 13th | +5 | 12 | 160 | Energy Cannon |
| 14th | +5 | 12 | 170 | Energy Cage |
| 15th | +5 | 12 | 180 | Energy Charge |
| 16th | +5 | 12 | 190 | Ability Score Improvement, Fourth Form 100%, Ability Score Improvement |
| 17th | +6 | 15 | 200 | 100% Energy Cannon |
| 18th | +6 | 15 | 250 | Telekinetic Explosion |
| 19th | +6 | 15 | 275 | Ability Score Improvement, Ultimate Form, Ability Score Improvement |
| 20th | +6 | 20 | 300 | Absolute Destruction, True Ultimate Form |
Energy Attacks
At 1st level, you have access to energy attacks. Energy Attacks are based on Energy Points, which you have a pool of based on Frost Demon level. Energy Points are restored per long rest. Energy attacks may require either an attack roll or a saving throw, using the following stats.
'Energy Attack Modifier: Proficiency bonus + Stength modifier'
'Energy Save DC: 8 + Stength modifier + Proficiency bonus'
Natural Armor
Your body can create a Bio Suit, or a natural set of clothes or armor. It is impossible to wear any armor over your Bio-Suit. If you are not wearing armor (other than a Bio-Suit), your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can change the shape and appearance of your Bio Suit during any long rest, although this is only visual.
Telekinesis
Starting at 1st level, you can use your innate energy to move objects with your mind. You can use your telekinesis on any object within 60 feet of you. The strength of your telekinesis is noted on the Frost Demon table. When you pick up an object, it behaves as if you were holding said object with your hands, allowing you to throw or move the object to your will. If used on a creature, they must make a Charisma saving throw. On a success, they aren’t grabbed, and at the beginning of each turn, they can make that Save again, being freed of your hold a success. You must maintain concentration to hold an object using your telekinesis.
Energy Bullet
Starting at 1st level, as an action, you may spend 1 energy point to fire a beam of energy from your finger towards any target you can see within 60 feet. Make a ranged Energy attack roll. On a hit, this deals 1d4 + your Charisma modifier magical piercing damage. This increases by 1d4 at 5th level (2d4), 9th level (3d4), 13th (4d4), and 15th level (5d4).
Repressed Power
As stated previously, Frost Demons have four forms they can activate to tap into more and more of their energy. At 1st level, you only have access to your first form. Attempting to access a higher form will be met with a DC20 Constitution saving throw. On a success, you enter that form, but take 1d12 necrotic damage per Frost Demon level, and gain a level of exhaustion for every round that you stay in that form. On a fail, you take 1d12 necrotic damage. As you level up, you will gain access to your other four forms.
First Form
Your First Form uses the same ability scores, bonuses, etc, that you chose in character creation. The only differentiating factor the First Form has from other characters is that, in this form, your size is Small.
Energy Beam
Starting at 2nd level, you may spend two additional energy points to increase the damage die of your Energy Bullet from d4 to d6.
Energy Recharge
Starting at 3rd level, as an action, you can choose to regain 1d4 energy points. This can only be used once per long rest. Starting at 7th level, you can add your Charisma modifier to this roll.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Second Form
At 4th level, you gain the ability to push your power to new heights, taking on your Second Form. As an action, you can grow significantly in size, from Small to equal the largest of Medium creatures. Your second form’s overall shape is up to you, but you gain more muscle mass, larger horns, and an overall bulkier appearance. This form lasts for 1 minute, after which you revert to your previous form and can not transform into it again until the end of a short rest. In this form, you gain the following features:
- You gain +1 to your Armor Class.
- You gain a flying speed equal to your walking speed.
- You gain +5 to all speeds.
- Your unarmed strikes damage die become 1d6 rather than 1d4.
- You cannot deal nonlethal damage.
- Your energy attacks take an additional energy point to use.
- The Strength of your telekinesis increases by 10 pounds.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bending Energy Bullet
At 6th level, as a bonus action, you can maintain concentration on your Energy Bullets or Energy Beams, you can manually move them as they fly. If you miss, you may attack with the beam or bullet you are controlling as a bonus action. You may only control 1 beam or bullet at a time.
Energy-Enhanced Strikes
At 6th level, your unarmed strikes count as Force damage for the purposes of overcoming resistances and immunities, and you can choose to add your Charisma modifier to attack and damage rolls rather than your Strength.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Third Form
At 8th level, the limit on your power is loosened even further, accessing your Third Form as a bonus action while in Second Form, which you may now stay in for 5 minutes. In this form, you stay at your Medium size, and your body shifts and mutates into a bizarre, alien form (even by the standards of an already-alien creature). Again, your overall shape is up to you, but your form ends up more strange and unnatural than any of your other transformations. You may stay in This form for 1 minute. In this form, you gain the following features on top of those of Second Form:
- You gain an additional +1 to AC (+2 total.)
- You gain an additional +10 to all speeds (+15 total).
- Your unarmed strikes damage die becomes 1d8 rather than 1d6.
- Your energy attacks take an additional energy point to use (+2 points total).
- The strength of your telekinesis increases by 10 pounds (+20 pounds total).
Energy Saucer
At 9th level, you gain the ability to manifest a disc of energy and throw it as an Energy Attack. As an action, you can spend 2 energy points and make a ranged energy attack towards one target within 60 feet. On a hit, this attack deals 2d6 + your Charisma modifier magical slashing damage. If you maintain concentration on this attack, you can manually move the disc. At 16th level, you can manifest two discs per use of this attack. You can increase its damage by 1d6 for 1 additional ki point at 13th level (3d6), 15th level (4d6), 17th level (5d6), and 19th level (6d6).
Rapid Energy Bullet
At 10th level, you can spend an energy point to use one of your attack actions to fire three energy bullets, each of which still costs 1 energy point (meaning the entire action costs 4 energy points). You can spend 3 additional energy points (7 total) to make these Energy Beams rather than Energy Bullets. These bullets/beams can be moved using your Bending Energy Beam feature.
Energy Ball
At 11th level, you gain the ability to create a huge orb of energy. As an action, and costing 5 energy points you can create an orb of energy 45 feet in diameter, centered 45 feet above your finger. Using your bonus action, you can point at a point within 500 feet of you. The ball then moves towards that object at a speed of 1 foot/second. Anything the ball touches must make a Dexterity saving throw or take 3d8 + your Charisma modifier magical bludgeoning damage, increasing by 1d8 at 13th level (4d8), and 15th level (5d8). If the ball enters a structure (natural or architectural), you can choose to detonate it, making it violently explode. Any creature within 10 feet of its edge must make a Constitution saving throw to take half the damage of the ball’s normal attack (rounded up). You can spend an additional energy point to increase the diameter of the ball by 5 feet, or the radius of its explosion by 5 feet. If its diameter is increased, the ball will be created at a distance from you to ensure that you do not take damage.
50% Fourth Form
At 12th level, you can tap into half the power of your final form, taking on your final form in its slender shape. You can transform into this form as a bonus action while in your Third Form. You lose the complexities of your third form’s appearance, and your size shrinks down (although you are still Medium). You are now only a typical humanoid, with a tail, and the Frost Demon race’s typical differentiating traits. Your horns are entirely gone, and your overall shape and form is now in its simplest, slimmest, and strongest. You may remain in this form for 1 minute, your Third Form for 5 minutes, and your Second Form for 10 minutes. Due to this being your true form, you lose some of the limits previous forms imposed.
- You gain an additional +1 to AC (+3 total.)
- You can can deal nonlethal damage.
- You gain an additional +5 to all speeds (+30 total).
- Your unarmed strikes damage die becomes 1d10 rather than 1d8.
- Your energy attacks all gain one additional damage die.
- You gain +2 to Dexterity and Strength, and your cap on those abilities becomes 22.
- The strength of your telekinesis increases by 10 pounds (+30 pounds total).
Energy Cannon
At 13th level, you gain the ability to fire an energy wave as a powerful attack. As an action, for 4 energy points, you can launch a beam of energy 120 feet forward. All creatures caught in this beam must make a Dexterity saving throw or take 3d6 + your Charisma modifier in magical force damage. This increases by 1d6 at 14th level (4d6), 16th level (5d6), 18th level (6d6).
Energy Cage
At 14th level, you gain the ability to control a part of the battlefield with energy beams. As an action, you can spend 8 energy points to create a "cage" with the beams functioning as its iron bars that are just wide enough to strike enemies. Choose a 30 foot cube within 120 feet of you. Your energy beams then create the cage, writhing which counts as difficult terrain for all creatures within range. Any creature that moves within your Energy Cage must make an Dexterity saving throw or take damage equivalent to that of your Energy Bullets, or your Energy Beams if you spend an additional 2 energy points (10 total) when creating the cage.
The cage can only stay active for as long as you can concentrate on it, and you can only concentrate on it for one minute before having to deactivate the cage. Alternatively, you can use an energy point to maintain the cage for 5 more seconds.
Energy Charge
At 15th level, you gain the ability to surround yourself in energy and charge towards your opponent. As an action, you can spend 5 energy points to cover yourself in energy, granting you resistance to all damage until the end of your next turn, and launch yourself at a point within 30 feet. You blast through any walls, trees, or similar obstructions in your way, but stop upon striking the first creature in that range. Upon striking this creature, they must make a Dexterity saving throw or take 2d8 + your Charisma modifier magical bludgeoning damage, or half as much on a successful save. This attack’s damage increases by 1d8 at 17th level (3d8) and 19th level (4d8).
100% Fourth Form
At 16th level, you gain the ability to release all of your power, finally accessing your Final Form in its 100% power state. You can transform as a bonus action while in your 50% Fourth Form, or as an action from your Third Form. You look the same as you do in your 50% Fourth Form, but your muscle mass greatly increases. This form makes you much, much stronger, but is extremely dangerous and taxing to keep up. You can maintain your Scond Form indefinitely, and your other forms gain an additional 5 minutes. You can stay in this form for 30 seconds. At the end of the 30 seconds, you immediately revert back to your 50% form, gain a level of exhaustion, and fall unconscious for 1d4 x 5 hours. While in your 100% form, you gain the following features.
- You gain an additional +2 to AC (+5 total.)
- You gain an additional +10 to all speeds (+40 total).
- The damage die of your your unarmed strikes becomes 2d10 rather than 1d10.
- Your energy attacks all gain one additional damage die (2 total).
- You may addyour Proficiency bonus to your Strength saving throws.
- The strength of your telekinesis increases by 10 pounds (+40 total).
100% Energy Cannon
At 17th level, you gain the ability to put all of your energy into your Energy Cannon ability. As an action, you can spend 10 energy points and fire an energy wave that behaves the same way as your typical Energy Cannon technique. However, this version of the technique has +3 DC, and deals double the damage of the typical Energy Cannon to any foe that fails the saving throw. After using this technique, you gain two levels of exhaustion, and fall unconscious for 1d4 x 5 hours. Enemies reduced to 0 HP by the 100% Energy Cannon are vaporized. You can spend additional energy points to increase its range by 10 feet, or you can spend an additional 2 energy points to increase the 100% Energy Cannon’s damage by one damage die. If you increase its damage this way, you can only give it three more die.
Telekinetic Explosion
At 18th level, you gain the ability to destroy an object using your telekinesis. When you grab an object with your telekinesis, you can spend energy points (cost pertaining to to the size of the object) to clench your fist, making that object explode, and forcing all creatures within range to make a Dexterity saving throw. On a fail, the explosion deals magical force damage relevant to the object at hand (see table) + your Charisma modifier to all creatures within a range also relevant to the object’s size. Creatures within half the distance of the explosion (e.g. 15 feet from a Medium object’s explosion) take an additional damage die + your Charisma modifier of magical fire damage. If used on a creature, you must spend the same size-relevant energy cost as you would on an object, multiplied by 1.5 rounded up (or 20 for Gargantuan creatures). If the creature is under 1/3 of their maximum hit points, it then must make a Charisma saving throw. On a fail, they are instantly killed, exploding without leaving anything behind. On a success, they take half damage the damage that their explosion would deal, and there is no explosion outwards. If they are not below 1/3, they take the damage they would take on a successful save.
Tiny: 1 energy point: 2d4: 5 feet
Small: 3 energy points: 2d6: 15 feet
Medium: 5 energy points; 2d8: 30 feet
Large: 7 energy points: 2d12: 50 feet
Huge: 10 energy points: 4d12: 75 feet
Gargantuan: 15 energy points: 6d12: 100 feet
Ultimate Form
At 19th level, you have surpassed your 100% Form and have attained a level even higher, through rigorous training and strife. You can now take on a form that resembles your Ultimate Form, but with a new color scheme of your choosing, and a shiny, almost metallic appearance. You can transform as a bonus action from either 50% or 100% Fourth Form This form comes with a massive increase in power, but takes great energy to keep up. At the beginning of every turn in this form, you must make a Constitution save of DC23. On a fail, you revert to your 50% Fourth Form and gain 1 level of exhaustion. On a success, you stay in your ultimate form. Upon activating this form, you can choose to spend one energy point to send a shockwave in all directions. Creatures within 50 feet of you must make a Dexterity saving throw or take 2d12 + Charisma force damage, be pushed 15 feet back, and be knocked prone. In your Ultimate Form, you gain the following features on top of those of 100% Fourth Form:
- You gain an additional +1 AC.
- You gain an additional +10 feet to all speeds.
- The damage die of your unarmed strikes becomes 2d12 rather than 2d10.
- You gain +3 to either Dexterity and Strength, and your cap on that ability score becomes 25.
- You gain +5 to your Charisma, and your cap on that ability score becomes 25.
- You may add your Proficiency bonus an additional time on Dexterity saving throws.
- You cannot deal nonlethal damage.
- Your energy attacks all gain one additional damage die (3 total).
- The strength of your telekinesis increases by 20 pounds.
- If you are rendered unconscious or go to sleep in this form, you revert to your 50% Fourth Form.
Absolute Destruction
At 20th level, you gain the ability to put all of your energy into the ground itself. In exchange for your action, bonus action, and movement, you can spend 20 energy points to get on your hands and knees and press both your hands onto the ground. The ground within one mile begins shaking, and cracks erupt from the ground centered on your hands, spewing magma imbued with your energy. All creatures within one mile, including counting yourself with advantage, must make a Dexterity or Strength (their choice) saving throw. On a fail, they take 2d8 bludgeoning damage and are knocked prone. On a success, they take half damage and are not knocked prone. Any creature that starts its turn on this destroyed ground, or within 30 feet of it if in the air, is automatically attacked with an Energy Bullet. This bullet has -2 on its attack roll. Any buildings or tall natural structures in the mile affected by this ability will crumble, dealing 2d6 bludgeoning damage to any creature within said structure. If a body of water is in the range of this attack, waves will bash an extra 15 feet inland, knocking any creatures in that range prone and dealing 1d4 bludgeoning damage if they fail a Dexterity or Constitution saving throw (DC15). If at least half of this attack’s range is in the ocean, a massive wave will be summoned to crash upon the battlefield, dealing 4d8 bludgeoning damage to any creature within 100 feet of the beach that fails a Dexterity saving throw the turn after this feature is used.
If used on the floor of a building above the ground, the building will be destroyed, but your energy will not be able to travel into the ground unless the building digs significantly underground. Ground destroyed in this way is rendered completely barren, blackened and scorched without any chance of revival in any reasonable period of time. The exact area you activated the ability becomes a crater 150 feet in diameter and 100 feet deep.
True Ultimate Form
At 20th level, you have mastered your Ultimate Form. You no longer need to make saves to stay in this state, and can stay in any other form indefinitely, and can transform into any form from any form as a bonus action. Additionally, you gain the following features in your ultimate form:
- You may add your Proficiency bonus an additional time on Constitution saving throws.
- You can deal nonlethal damage.
- You can stay in this form even if rendered unconscious or asleep.
Frost Demon Traits
Frost Demon Traits A powerful race of megalomaniacs. Ability Score Increase. The frost demons are lightweight, fast, and yet very durable. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. A frost demon reaches maturity by 16 and can live to be up to 400, only showing signs of aging in their late 300's. Alignment. Frost demons have no set alignment as a whole, but the majority tend to be evil, caring only for their own agenda and pride, and most have a distaste for chaos, leaning towards lawful or neutral alignments. Size. Frost demons vary widely in height and build, from barely 5 feet to well over 7 feet tall. Your size is Medium. Speed. Your base walking speed is 35 feet. Prehensile Tail. You have a long tail, longer than either of your arms
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