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The Demon

Demon

T
he lich greeted him plainly, " Demon, I
summoned you," she continued, "With your
A Demon on the Material
true name — Malum." As the last syllable Demons aren't welcome on the material plane. Why are
was uttered, the lich let a hint of pride slip you on the material plane? How did you get here? Perhaps
off the tip of her tongue. Malum felt the you walked through a portal, which may have alerted
power of his name compel him into nearby authorities to its existance; now you must remove
servitude, the weight of a world pushing their flesh from this plane. Perhaps you were summoned
him into submission; he bowed with a grunt. by someone who knows your true name, someone
"Silently submissive — perfect," she said with undead stronger than you whom you wish to kill once you are
glee. strong enough.
Malum finally broke his silence, "Your immortality
dangles from a thread, Lich," his voice deep and raspy, full Creating a Demon
of indignation.
"Yes, yes," she said apathetically, "I have many enemies. The horros and plagues of the Abyss tear deep into your
Save your breath, Malum." tainted soul.
His bow grew deeper with the utterance of his name,
compelling obedience. "I serve you, master," he said. Quick Build
"Welcome to the material plane, Malum," she said You can make a Demon quickly by following these
pleased, "Now, listen to my commands." suggestions. First, Charisma should be your highest ability
"As you wish, my Queen," Malum's defeat was palpable. score, followed by Constitution. Second, choose the soldier
background.
Spawn of Orcus Note, that Strength affects your claw damage and Armor
class. Also, the Medicine (Wisdom) skill will determine how
Declaring your devotion to Orcus as a humanoid allows good you are at preparing bodies for consumption. All in
you retain the physical features of your chosen race — all, you need high Charisma, Constitution, Strength, and
mostly. A 15-foot barbed tail grows from your tailbone, Wisdom.
your legs become dirgitigrade, which makes it hard to
stand upright while moving. In addition, your jaw extends,
giving you vicious biting power while sprouting shark-
Class Features
sharp teeth and your ears grow larger and more sensitive, As a Demon, you gain the following class features.
as large as a wolf's. In place of your fingers, you sprout
claws — dirty smelly claws as sharp as tungston and has Hit Points
hard as diamond. Hit Dice: 1d10 per Demon level
Hit Points at 1st Level: 10 + your Constitution
Your True Name modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Should someone know your true name, they have the Constitution modifier per Demon level after 1st.
power to bind you into servitude. They have the power to
call you to them at any time just by calling your name Proficiencies
three times. They hold power over you, but you're a Armor: None
demon, so they know that you need only kill them to Weapons: None
remove that power. Grow stronger, find them, then rid the
Tools: None
multiverse of their flesh by consuming it! You must obey
Languages: Abyssal
all orders that follow your name, even ones that cause you
Saving Throws: Charisma, Strength
direct harm. E.G. "Malum, kill yourself." or "Malum, kill all
Skills: Intimidation, and choose any two
elves you see." or "Malum, you must eat the heart of all
creatures you kill."
Equipment
You start with the following equipment, in addition to the
Extra-Abyss Unwelcoming equipment granted by your background.
You are a Demon, known by all to be evil, as such, if you're
a large bag of incense, used to fend off the scent of the
spotted on any plane other than the Abyss, word travels
rotting corpses you'll inevitably be carrying around
fast and holy worshippers and Demon slayers will be hot
on your tail until they've seen to your death or expulsion
personally.

2
Demon
Level Prof. Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Possession, Consume Flesh, Demon Anatomy — — — — — —
2nd +2 Extraction Methods — — 2 — — —
3rd +2 Layer of the Abyss, Spellcasting 2 3 3 — — —
4th +2 Ability Score Improvement 2 4 3 — — —
5th +3 Extra Attack 2 4 3 — — —
6th +3 Possession Improvement 2 4 4 — — —
7th +3 Extraction Improvement 2 5 4 2 — —
8th +3 Ability Score Improvement 2 6 4 2 — —
9th +4 Layer of the Abyss Improvement 2 6 4 2 — —
10th +4 Extraction Improvement 3 7 4 3 — —
11th +4 Extra Attack (2) 3 8 4 3 — —
12th +4 Ability Score Improvement 3 8 4 3 — —
13th +5 Possession Improvement 3 9 4 3 2 —
14th +5 Demon Lord 3 10 4 3 2 —
15th +5 Extraction Improvement 3 10 4 3 2 —
16th +5 Ability Score Improvement 3 11 4 3 3 —
17th +6 Layer of the Abyss Improvement 3 11 4 3 3 —
18th +6 Possession Improvement 3 11 4 3 3 —
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Demon Prince 3 13 4 3 3 1

Restraining Wrap. 10 ft reach, 1d10 bludgeoning


Demon Anatomy damage. If the target is Medium or smaller, it is grappled
(escape DC Strength (Athletics) check). Until this grapple
Demon Claws ends, the target is restrained, you can automatically hit the
Claw Mastery. You are proficient with your claw attacks,
target with your claw attacks, and you can't make tail
which deal 1d6 + Strength modifier slashing damage on a
attacks against other targets.
hit, and have a 5ft reach.
Tail Whip. 15 ft reach, 1d12 slashing damage.
Ambidexterity. When you take the Attack action on
your turn and make an attack with your claws, you can Demon Hide
make one additional attack using your claws as part of the Starting at 1st level, when in your Demon form, your
same action. armor class is calculated as follows.
Clawfingers. You cannot hold anything when in Demon Armor Class = 10 + Constitution modifier + Strength
form as your claws are far too thick and long. modifier
Charge. If you move at least 15 feet straight toward a When possessing a creature, you take on the armor
target and then hit it with a claw attack on the same turn, class of the creature you possess.
you may make 3 additional claw attacks, one for each
additional limb. Demon Sight
Starting at 2nd level, you can see through magical
Demon Tail darkness out to 30ft. And, you have 30ft darkvision. If you
Tail Mastery. You are proficient with your tail attacks. already have 30ft darkvision, then this increases your
Poison Strike. 15 ft reach, 1d8 piercing damage and darkvision by 30ft.
the target must succeed on a DC spell save Constitution
saving throw or become poisoned. While poisoned, the
target is also paralyzed. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.

3
Once the host tries to force you out, you must make a
Possession Wisdom save against the host's Insight (Wisdom) Ability
As a Demon with the blood of Orcus flowing through your score. On a failure, you are forcefully excommunicated
veins, you have the power to possess creatures. This (See #2 above). On a success, you regain control. Refer
feature improves at 6th, 13th, and 18th level. back to paragraph 2 of this section.
1st level. you must collect a form of their DNA, you 4.) An Exorcism
need to prepare for 8 hours, and must touch the creature.
1st level. If you have already possessed a creature, you Should a holy person attempt to exorcise you, you must
need only touch them to repossess them, and the target make a Wisdom save at disadvantage against the host's
has disadvantage on the Wisdom saving throw. Insight (Wisdom) ability score to remain in the host.
6th level. you must collect a form of their DNA, you If you are exorcised, you must make a Constitution
need only prepare for 4 hours, and must have line of sight. saving throw against your Spell save DC. On a failure, you
13th level. you must collect a form of their DNA, you come out of the host at 1 HP. On a success, you come out
need only prepare for 2 hours, and the creature must be of the host at half HP.
on the same plane as you.
18th level. you must collect a form of their DNA, you Inadequate Body
need only prepare for 1 hour, and the creature can be on When possessing a creature, and you wish to use any
any plane. feature only available to you in Demon form, there is a
chance that you'll harm your host's body. The host must
Performing a Possession make a Constitution save against your Spell save DC. On a
As a Demon, you can possess willing or unwilling fail, they take 2d4 necrotic damage. This increases to 4d4
creatures, as long as the target is a playable race from any at 5th level, 6d4 at 10th level, 8d4 at 15th level, and 10d4
source book. (DM discretion) at 20th level.
If the creature is unwilling, they must make a Widsom
save against your Spell save DC. If the target creature has a Consume Flesh
holy symbol on them, they have advantage on the save.
Healing potions and healing spells have no effect on you
On a success, you fail to possess them and they are aware
while possessing and while in Demon form. You can only
of the attempt and your presence. On a failure, you
heal by consuming the delectable flesh of mortal creatures
possess them and they blackout from the moment you
that speak at least one language, via hit dice, or via a long
possess them. You may choose to depart the body at any
rest. Before consumption, you must succeed on a
time at no cost nor harm to the host.
Medicine (Wisdom) check to prepare the body for
consumption and to ensure it doesn't rot. A failure means
Leaving a Host
the corpse cannot be consumed. You can heal at any time
There are four ways you can leave a host.
in this way by spending your Action.
1.) A Willing Departure Small creature: restores 1d4 + Constitution modifier;
DC 10 Medicine (Wisdom) check
You may leave your host at any point in time as a bonus Medium creature: restores 1d8 + Constitution
action. modifier; DC 12 Medicine (Wisdom) check
2.) A Forceful Excommunication Large creature: restores 2d6 + Constitution modifier;
DC 15 Medicine (Wisdom) check
You will be forcefully excommunicated from the body if Huge creature: restores 3d10 + Constitution modifier;
the host reaches 0 HP. Losing a host in this way requires DC 18 Medicine (Wisdom) check
you to make a Constituation saving throw against your
Spell save DC to see if any of the damage done to your
host leaked through to your soul. On a failure, you come
out of the host at half HP. On a success, you come out of
the host at full HP.

3.) The Host Becomes Aware


Every day, at dawn, you must make a Wisdom save against
the host's Wisdom (Insight) with advantage. On a success,
the host remains unaware of your presence. On a failure,
the host is aware of you and will try to expel your control
over them temporarily.
Once the host is aware, you hear the voice of your host
in your head cursing you, damning you back to the Nine
Hells. Every day, you must continue to make Wisdom saves
against the host's Insight (Wisdom) Ability score at dawn.
On a success, you shut the voice up. On a failure, the host
regains control of their body and tries to force you out.

4
Spellcasting Extraction Methods
Starting at 3rd level, the blood of Orcus grants you magical Starting at 2nd level, you beging to learn to manipulate
powers. See chapter 10 in the Player's Handbook for the your possession victims' brains. Unless otherwise stated,
general rules of spellcasting and page 7 of this document you use your action to perform an Extraction. You learn 2
for the Demon spell list. extraction methods of your choice. You learn one
additional methods of your choice at 7th, 10th, and 15th
Cantrips level. Each time you learn new methods, you can also
You know two cantrips of your choice from the Demon replace one method you know with a different one.
spell list. You learn additional Demon cantrips of your
choice at higher levels, learning a 3rd cantrip at 10th level. Exctracting
To extract anything from whom you are possessing, you
Spell Slots must consume spell slots as dictated by the specific
The Demon table shows how many spell slots you have to method below. In addition, you must succeed on a
cast your Demon spells of 1st level and higher. To cast one Wisdom (Medicine) check equal to 13 plus the spell slot
of these spells, you must expend a slot of the spell's level level. If you pass this check and the target chooses to
or higher. You regain all expended spell slots when you resist, they must fail a Wisdom saving throw against your
finish a long rest. Spell Save DC. If they succeed, your extraction fails and
For example, if you know the 1st-level spell inflict you do not regain expended spell slots. For example, if an
wounds and have a 1st-level and a 2nd-level spell slot extraction method dictates it requires a 5th-level spell slot,
available, you can cast inflict wounds using either slot. you need not expend a 5th-level spell slot, you need only
expend spell slots whose sum equals 5. E.G. one 2nd-level
Spells Known of 1st Level and Higher spell slot and one 3rd-level spell slot.
Starting at 3rd level, you know three 1st-level spells of your
choice from the Demon spell list. Extraction Methods
You learn an additional Demon spell of your choice at Class Feature Extraction. (8th-level spell slot) You
levels indicated in the Demon table under the Spells can expend an 8th-level spell slot to learn one class
Known column. Each of these spells must be of a level for feature from whom you are possessing. You retain the
which you have spell slots. For instance, when you reach knowledge of this class feature forever. To use it, you must
7th level in this class, you can learn one new spell of 1st or replace another class feature with the one you extracted
2nd level. of equal level or higher. You may only swap features
Additionally, when you gain a level in this class, you can immediately after you possess someone. Once you swap
choose one of the Demon spells you know and replace it features for a target, those features remain forever and
with another spell from the Demon spell list, which also cannot be changed under any circumstances.
must be of a level for which you have spell slots. For example, you are currently possessing a rogue and
really like the rogues' eveasion feature, so you extract it.
Spellcasting Ability Evasion is a 7th-level feature. Sadly the rogue dies, so you
Charisma is your spellcasting ability for your Demon spells. find a new host — a wizard. You want to use the rogue's
You use your Charisma whenever a spell refers to your evasion feature while you possess the wizard, so you can
spellcasting ability. In addition, you use your Charisma choose any 7th-level feature or higher-level feature to be
modifier when setting the saving throw DC for a Demon replaced by the rogue's evasion feature.
spell you cast and when making an attack roll with one. Spell Extraction. (7th-level spell slot) You can
Spell save DC = 8 + your proficiency bonus + your expend a 7th-level spell slot to learn one spell from whom
Charisma modifier you are currently possessing. This spell counts towards
Spell attack modifier = your proficiency bonus + your your number of spells known. You retain this spell forever.
Charisma modifier Martial Proficiency Extraction. (6th-level spell
slot) You can expend a 6th-level spell slot to learn one
Ritual Casting weapon or armor proficiency from whom you are
You can cast any Demon spell you know as a ritual if that currently possessing. You retain this proficiency forever.
spell has the ritual tag. Skill Proficiency Extraction. (5th-level spell slot)
You can expend a 5th-level spell slot to learn one skill
Spellcasting Focus proficiency from whom you are currently possessing. You
You use your body as your spellcasting focus. retain this proficiency forever.
Tool Proficiency Extraction. (4th-level spell slot)
You can expend 4th-level spell slot to learn one tool
proficiency from whom you are currently possessing. You
retain this proficiency forever.

5
Background Feature Extraction. (3rd-level spell slot) Any creature that successfully damages you takes your
You can expend a 3rd-level spell slot to learn the Charisma modifier times ten piercing damage.
background feature from whom you are currently
possessing. You retain this background feature forever. To Dagon
use it, you must replace the background feature with one A mixture of shark and octopus in appearance, with a
you have extracted on a different host. You may only swap fang-filled mouth and many tentacles, all covered in
features immediately after you possess someone. Once rubbery black skin, Dagon was one of the most fearsome
you swap features for a target, those features remain demon lords. He was powerful enough that even the
forever and cannot be changed under any circumstances. Queen of Chaos feared him.
Language Extraction. (2nd-level spell slot) You can 3rd level. You gain a swimming speed equal to your
expend a 2nd-level spell slot to learn one language from walking speed.
whom you are currently possessing. You retain this 9th level. Once per short rest, 2 octopus tentacles grow
language forever. out of your back and last for 1 minute. As an action, you
Memory Extraction. (1st-level spell slot) You can can attempt to grapple creatures within 10 feet of you.
expend a 1st-level spell slot to extract all memories related Make a melee attack with proficiency for each tentacle
to a certain subject from whom you are currently against a target you choose.
possessing. 17th level. Once per long rest, you magically fill a 60-
foot cube with poisonous water. Each creature within the
Layer of the Abyss cube must make a Constitution saving throw or take 9d8
poison damage and be poisoned. While this creature is
When you reach 3rd level, you bind your demonic soul in poisoned in this way, it has disadvantage on Consitution
zealot servitutde to one of the five Demon Lords. saving throws. While you are within this cube, you have a
swimming speed equal to three times your walking speed.
The Queen of Chaos
One of the oldest and most powerful of the obyrith lords, Pazuzu
she appeared as having the upper body of corpulent Although an obyrith, Pazuzu appeared similar to a human,
humanoid woman with blue skin and green hair, and the but with avian feet, four feathered wings, and a bird-like
lower body as a mass of mauve tentacles. beak. He was an expert at subtly corrupting mortals.
3rd level. You gain underwater breathing. And, once 3rd level. You gain a flying speed equal to your walking
per long rest, you can cast the Create Food and Water spell speed.
without the need for material components. 9th level. Once per short rest, you expose the obyrith
9th level. Once per long rest, you can cast Create within, causing all creatures within 120 feet to make a
Undead without the need for material components. The Wisdom saving throw against your spell save DC or be
corpses do not become ghouls, instead they become frightened for 1 minute. While they are frightened in this
adolescent demogorgons, and you may only create two, way, they fall into a deep kneeling bow, with thier forehead
instead of three as the spell states. Also, you will lose touching the ground/floor on which they once stood. They
control of the adolsecent demogorgons after 24 hours are considered prone while in this state.
should you not use this ability again to regain control. (See 17th level. Warp Creature. Once per long rest, you
page 8 for the Adolescent Demogorgon statblock) targets up to three creatures you can see within 120 feet
17th level. Once per long rest, you can summon the of you. Each target must make a Constitution saving throw
sahuagin skull crown that your queen wears for 1 minute, against your spell save DC. On a successful save, a
which grants you the following benefits. creature becomes immune to your Warp Creature for 24
hours. On a failed save, the target is poisoned, which
Any creature who gets within 30 ft of you must succeed
causes it to also gain 1 level of exhaustion. While poisoned
on a Wisdom saving throw or become frightened of
in this way, the target must repeat the saving throw at the
you. Creatures with underwater breathing have
start of each of its turns. Three successful saves against
disadvantage on this saving throw.
the poison end it, and ending the poison removes any
Any allies within 30 ft of you cannot become frightened
levels of exhaustion caused by it. Each failed save causes
by any means.
the target to suffer another level of exhaustion. Once the
target reaches 6 levels of exhaustion, it dies and instantly
Obox-ob
transforms into a living abyssal wretch under your control.
The first Prince of Demons, Obox-ob was defeated and
The transformation of the body can be undone only by a
dethroned by the Queen of Chaos, who gave his title to her
wish spell.
lover Miska.
3rd level. When Consuming Flesh, the hit points you
regain are doubled before any modifiers are applied.
9th level. Once per short rest, you can cast the Poison
Spray cantrip (11th level: 3d12 poison damage) as a Bonus
Action.
17th level. Once per long rest, you can channel the
essence of Obox-ob for 1 minute, causing your flesh to
grow razor-sharp bones that protrude from every square
inch of your body, granting you the following benefits:

Your AC increased by 2

6
When calculating any damage you deal to a creature,
Pale Night
you add your Charisma modifier and your proficieny
Pale Night was believed to be the mother of many other
bonus as extra nectrotic damage. In addtion, when they
demons, including other demon lords, and appeared as a
take this necrotic damage, the victum must make a
humanoid woman covered in a white shroud. She,
Constituation saving throw against your Spell save DC
however, was a obyrith.
or be enshrouded in a cloud of their rotting flesh. Every
3rd level. You become proficient in Charisma
subsequent turn, at the beginning of their turn, they
(Deception) checks and Charisma (Persuasion) checks and
take half the nectrotic damage they took in the previous
can double your proficiency when using said skills.
turn. (Note that this does NOT stack with the similar
9th level. Once per short rest, you radiate the beauty of
effect in Demon Lord)
the Pale Night's beauty, causing all creatures within 120
You gain Truesight out to 60ft
feet to make a Wisdom saving throw against your spell
You are immune to the effects of age, as such any spell
save DC or be charmed for 1 minute. While they are
or effect that would alter your age has no effect.
charmed in this way, they follow you while complementing
Darkvision increases to 120 ft.
you in every way possible. After 1 minute, they make the
save again, should they fail, they become permanently
charmed by you.
17th level. Warp Creature. Once per long rest, you
targets up to three creatures you can see within 120 feet
of you. Each target must make a Constitution saving throw
against your spell save DC. On a successful save, a
creature becomes immune to your Warp Creature for 24
hours. On a failed save, the target is poisoned, which
causes it to also gain 1 level of exhaustion. While poisoned
in this way, the target must repeat the saving throw at the
start of each of its turns. Three successful saves against
the poison end it, and ending the poison removes any
levels of exhaustion caused by it. Each failed save causes
the target to suffer another level of exhaustion. Once the
target reaches 6 levels of exhaustion, it dies and instantly
transforms into a living abyssal wretch under your control.
The transformation of the body can be undone only by a
wish spell.

Demon Lord
Starting at 14th level, you are recognized as a Demon Lord
and lesser demons bow to your desires, granting you the
following benefits:

You can cast the Misty Step spell without the need of a
spell slot or material components equal to your
Charisma modifier each day.
You add your Charisma modifier to weapon attacks as
extra nectrotic damage. This in turn makes your
weapon attacks magical.
You gain Telepathy out to 30 ft.
You are so demonic, that any creature who comes
within 15 ft of you must make a Constitution saving
throw against your spell save DC or become poisoned.
When a creature is poisoned in this way, damage you
deal to them while in your Demon form doubles.
You have advantage on Charisma checks against fiends
(demons) equal to your level in Challenege Rating and
lower.

Demon Prince
Starting at 20th level, the Abyss itself flows through your
demonic veins, granting you the following benefits:

You sprout wings from your back, which grant you a


flying speed of 60ft.

7
Charm Person Bestow Curse Elemental Bane
Cantrips (0 Level) Command Vampiric Touch Vitriolic Sphere
Chill Touch Elemental Weapon Summon Greater Demon
Toll the Dead 2nd Level Glyph of Warding Compulsion
Poison Spray Blindness/Deafness Incite Greed
Acid Splash Gentle Repose Tiny Servant 5th Level
Ray of Enfeeblement Counterspell Contagion
1st Level Melf's Acid Arrow Enervation
Summon Lesser Demons
Cause Fear Crown of Madness Negative Energy Flood
Inflict Wounds Suggestion 4th Level Cloudkill
Ray of Sickness Blight Dominate Person
Chromatic Orb 3rd Level Shadow of Moil

Adolescent Demogorgon Keen Smell. The demogorgon has advantage on


Medium monstrosity, unaligned Wisdom (Perception) checks that rely on smell.
Regeneration. The demogorgon regains 10 hit
Armor Class 15 (natural armor) points at the start of its turn. If the demogorgon
Hit Points 60 (8d8 + 24) takes acid or fire damage, this trait doesn't
Speed 30 ft. function at the start of the demogorgon's next
turn. The demogorgon dies only if it starts its turn
with 0 hit points and doesn't regenerate
STR DEX CON INT WIS CHA Keen Smell. The demogorgon has advantage on
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 5 (-3) Wisdom (Perception) checks that rely on smell.
Actions
Skills Perception +3, Stealth +5
Senses blindsight 60 ft., passive Perception 13 Multiattack. The demogorgon makes three
Languages — attacks: one with its bite and two with its claws.
Challenge 4 (1,100 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
?
Features Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Blood Frenzy. The demogorgon has advantage on one target. Hit: 12 (2d8 + 3) slashing damage
melee attack rolls against any creature that Source: HftT, page 36
doesn't have all its hit points.
 
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