Homebrew Demon (Follower of Atlas) Species Details

Hit Dice: 3D10
AC: 11 
Resistances: Necrotic, Fire
Immunities:
Charm, frightened

Demons under the pantheon of Atlas are given the free will to conduct themselves in a way that allows them to fall into the gray area of alignments as they are not inherently chaotic evil but understand that occasionally darker actions must be taken in order to advance his order. Atlas as a fallen angel (aasimar)  himself abandoned his goddess Eldath after he felt compelled to act in defense of a village under siege,  he acted against the wills of the gods by interfering thus was to be punished by refused this and killed 2 angels sent to stop him thus costing him his divinity and spot in the Heavens. Altas  turned  his back on the light gods by acted on behalf of Orcus with other demon lords and waged a war against the light pantheon until he became disillusioned with the order of Hell - or lack there of,  seizing the moment Atlas made his machinations clear and was aided by some angels that believed in his cause and would help him defeat Orcus then cast him into the Dead Lands.   Atlas destroyed any loyalist of Orcus then proceeded to rebuild the Hells to be the paradise humanity lost but keeping some areas that are specifically for torment and punishment of the damned. 


Atlas believes that some souls deserve second chances,  the dead are given an audience with judges to explain the reason why they should be allowed to return to life again, when this happens they are sent back to the physical plane  with a timetable in which the person must prove to Atlas that their second chance isn't wasted. When they refuse or time runs our, he sends his collectors to find these souls and bring them back home for obliteration.   Other times demons under Atlas serve as auditors of a sort, ensuring the other demons avoid starting unnecessary problems with the other  gods or mortal populations.  They also serve as  praetorian guards and Centurions in Atlas's legions.  The demons belonging to Atlas can be summoned through traditional occult means - however, calling upon them doesn't ensure their loyalty to the summoner. 


As a demon of Atlas you gain the following below: You do not need the components as these are awarded to you 
for being part of his legion, violations against his order or repeated breaking of contracts can lead to spells and traits 
being removed.

 

Invisibility 
Unlocked: Level 1
Note: Invisibility doesn't mean you can't be heard. 

Puppet
Unlocked:
Level 1

Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Instantaneous

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed. 


Debone
Unlocked: Level 3
 Range 30ft, Concentration 1min

you force a creature you can see within range to make a constitution saving throw, on a failure, The Target disgorges their skeletal system and falls prone. For the duration the target cannot stand up and they have disadvantage on Strength and Dexterity checks,  The bones are left in a space within 5ft, they are reanimated as undead with the skeleton stat block, on the skeleton’s turn it must take the dash option to get away as far as possible via the most expeditious route available - if escape is not possible the skeleton can take any other actions of it's choice - just not dash.
Once the spell ends, the target regrows their skeleton IF they're still alive, the dislodged skeleton collapses into an inanimate pile of bone. The target who lost their bones and are restored can use their movement on their turn to stand back up as normal.


Summon Shadow Spawn:
Unlocked: Level 4

 

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.
At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.



 


Spare the dying
unlocked: Level 1

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

 

 Teleport
Unlocked: 
level 3

 
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

 

Dark Presence
Unlocked:
level 1


You create a 20-foot-radius sphere of Black , nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling in pain. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

 

 

 

Negative Energy Flood
Unlocked: 4th level

Casting Time: 1 action
Range: 60 feet
Components: N/A
Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

 

Chain Lightning  
Unlocked: 5th

Casting Time: 1 action
Range: 150 feet
Components: n/a
Duration: Instantaneous

You create a bolt of  red lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.






Animate Dead 

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.





Create Undead 

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.



Summon Lesser Demon
Unlocked: 4th level

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, that you don't specify as being allied to you . Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest enemy to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

 

 

Summon Greater Demon
Unlocked: 5th level

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.  

The demon is friendly to allies so long as you inform the demon that 
they are aligned with you.



  


Demon (Follower of Atlas) Traits

These demons can maintain their angelic appearance, however that visage can be changed at will. They have blackened smouldering wings, with halos of red crackling energy that they can hide as well.

Devil Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Ability score increase

Ability Score Increase, Your intelligence goes up 3 points.

Shape shift

You take the appearance of a humanoid creature or can take the shape of a cat or crow. This doesn't require expending a spell slot. 

Hell touched

You have resistance to fire damage, afterall you're from Hell. 

Demonic Wings

You can use your wings to force back an opponent   back with a powerful flap from your wings, they must make a strength saving throw to avoid being pushed back 10 ft. Additionally, your wings can be used for general flight movement of 60ft

Demonic Presence

Your very presence can be felt by anyone who can detect evil, you can use this presence to intimidate, in addition to use vocalizations such as growls or roaring for the same effect.

Blackened mind

Your mind is not safe for people to read, the cost of alliance with the Lord of Undeath is your peace of mind,  prayers of the suffering and dying, screams and whispers of the dead and damned plague your mind. It took time but now you're used to it and can filter out the noise, however someone trying to prod your mind would find the intrusion very unpleasant. You've been hardened mentally and can no longer be charmed nor frightened. 

Form of Dread

You take your true unholy form , a halo of flames forms over your head as an eclipse appears to in your eyes and as  your wings burst forth from your back in their demonic ink-like form.  as your skin decays and hair floats up as if your under water, Your nails become blackened claws plus your decayed  heart is exposed as a black miasma oozes from your eyes, mouth and chest.  Everyone within 30ft must make a wisdom save or be frightened as shrieks and screams come from you, in addition everyone within that  30ft radius takes 5 D6 psychic DMG.

This can only be used 2 x per day and requires a long rest. Duration: 1Hr 

NOTE: What your Form of dead looks like is at player discretion, it does not have to mirror the text above.

Infernal Pact

If two or more parties, one of them being the Demon , decide they wish to, the Demon may magically create a contract. The contract details an agreement between the two or more parties.

Once the contract is signed by all parties, it is binding. If any party breaks the binding contract without an agreement between all parties to break it, the offending party suffers disadvantage on all attack rolls and saving throws for the next 24 hours. in addition they suffer Atlas's punishment in the form of radiant (or) necrotic burns of 3D4,    You gain the ability to telepathically talk to those you have a contract with.

Deceptive Angel

You gain advantage on  deception rolls 

Celestial charm

You gain advantage on rolls on persuasion rolls.

Language of the damned and the dead

You know the languages Draconic, Deep Speak, Abyssal, Death (You can speak to the dead without  casting.)  

Consume

You can eat a combatant to regain some of her hit points back, the damage recouped from the attacker’s health. to heal your wounds. Make a melee attack against a creature via a grapple check . On a hit, the target takes 3d6 necrotic damage, and you regain Hit Points equal to half the amount of necrotic damage dealt. Until the attack ends, you can make the Attack again on each of your turns as an Action.  

Note: You cannot heal from consuming the undead.

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