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### Chaotic Birth *"I'm telling you, Johann, these things are fast. They can carve through plate like butter and they are relentless. Look at me! Debruz is already dead! I don't need another merc dying because they aren't paying attention! Now, for those of you who haven't run away - good, because you're gonna live much longer than them. Now, if I'm right, the majority of them have left to hunt. Let us make haste before they return."* - Mercenary Robert Zethos, Leader of the (now retired) Headhunters. **Born from blood.** During the great tempestuous coalescence of what is now known as the Elemental Chaos, one of the great Primordial Lords, Haemnathuun crafted these abominations. Like the other titans who spawned their children in their element, these creatures born of blood sought the very essence of which they were made. Ravenous beasts, driven by instinct and a hunger that would not be satiated, these beasts would soon become very common throughout the planes. Especially in the hells, the abyss and in the material. They would be deemed *Blood Fiends.* **Cruel Hunters.** The Blood Fiend is an elemental that is far from what a "normal" elemental would be considered. Like wolves, they hunt in packs of threes, however, this changes based on the hunting grounds in which they reside. For instance, in the hells, they prey on fiends just as easily as wolves prey on sheep. Their enraged nature forces them to seek out the weakest creature and carve into them until they are dead. They will rarely shift their attention unless they are dealt a grevious wound; but in some cases these elementals will actually hunt down the strongest, as it leave easy pickings. \columnbreak
**Corrupting Blood.** While most scholars have stated that while the Blood Fiend shares a name with that of devils, it has no relation to them whatsoever. Instead, they surprisingly have more in common with vampires, as they are primarily nocturnal hunters. However, they have been known to hunt during the day, but it is simply easier to catch prey off guard at night. Now, the reason they have more in common with a vampire is because if a creature is to die from the bite of this elemental, the creature liquifies into a puddle of blood and becomes a Blood Fiend after a few hours have elapsed - enlarging the pack. **Survival of the Fittest.** Blood Fiends are deceptively intelligent and while most adventurers aren't aware of this fact, they have fallen prey to Blood Fiend hunting tactics more times that scholars have documented. Even the greatest predators fall prey to these unfeeling, rage-filled elementals. Should you find yourself hunted by these creatures, it is best you give up early and take your own life. Better to end things on your terms after all, rather than being torn limb from limb by a creature that will not heed your cries of pain. They will consume the very thing they have been searching for, regardless of any attempt at rationalizing, bargaining, or pleading.
> Blood Fiend by [Wizards of the Coast](https://forgottenrealms.fandom.com/wiki/Blood_fiend) \pagebreakNum
___ ___ > ## Blood Fiend >*Medium Elemental, Chaotic Evil* >___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 123 (13d8 + 65) > - **Speed** 40 ft., fly 60 ft. >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|18 (+4)|20 (+5)|14 (+2)|16 (+3)|10 (+0)| >___ > - **Saving Throws** Dex +8, Con +9, Wis +7 > - **Skills** Intimidate +8, Stealth +12, Perception +7 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from non-magical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., passive Perception 17 > - **Languages** Abyssal, Infernal, Primordial > - **Challenge** 9 (5,000 XP) > >___ > >***Blood Frenzy.*** The blood fiend has advantage on melee attack rolls against any creature that doesn't have all its hit points. > >***Pounce.*** If the blood fiend moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the blood fiend can make one bloodthirsty bite attack against it as a bonus action. > > >***Regeneration.*** The blood fiend regains 10 hit points at the start of its turn if it has at least 1 hit point. If the blood fiend takes radiant damage, this trait doesn't function at the start of the blood fiend's next turn. > > > > > > > ### Actions > >***Multiattack.*** The blood fiend uses its terror gaze, then it makes three attacks: two with its claws and one with its bloodthirsty bite. > >***Claw.*** *Melee Weapon Attack*: +10 to hit, reach 5 ft., one target. *Hit*: 10 (1d8 + 6) Slashing damage. > >***Bloodthirsty Bite.*** *Melee Weapon Attack*: +10 to hit, reach 5 ft., one creature. *Hit*: 15 (2d8 + 6) Piercing damage and the blood fiend regains 10 hit points. If the target is Medium or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, the blood fiend can automatically hit the target with its bloodthirsty bite, and the blood fiend can't make bloodthirsty bite attacks against other targets. If a creature is reduced to 0 hit points from this attack, it dies and becomes a blood fiend in 1d4 hours. > >***Terror Gaze.*** The blood fiend targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, and on a success a creature is immune to this ability for 24 hours. \pagebreakNum
### In Service to the Lord of Undeath *"You listenin'? Good. So, I've 'eard you all think you're hot shit, eh? Just because you felled a Nalfeshnee and lived to tell the tale doesn't mean a lick a' shit. You think that's the worst of 'em? Ever heard of Devourers? Well, just so happens that the Director wants us to hunt one of the most dangerous variants of 'em. That's right, we're talkin' the Soulspike Devourer... Oh? Not up to snuff now? Buncha' pussies."* - Kurac Tharr, Bloodhunter of the Paleblood Order **Gift of the Dark Lord.** Once an ordinary undead, devourers were elevated from their previous forms when they rose through the ranks through serivce to the lord of undeath, Orcus. Considered the greatest asset to the demon prince, these devourers were able to create numerous spirits and undead servants to the lord of undeath without him ever having to lift a finger. It is partly through this that Orcus' army numbers in the tens of thousands without the interference of his own ministrations. **Fiendish Nature.** While devourers might have started out as undead creatures, through the transformation gifted to them by their lord, they shift towards a more fiendish nature. Their appearance may belie this, but they are in fact demons; most do not know this however, and information towards such revelations are far and few between. Many a cleric has died to these creatures due to this misunderstanding, but that is sadly the reality of adventurers and scholars alike. **Social Demons.** Unlike other devourers who tend to travel by themselves, soulspike devourers usually travel with a small horde of undead and fiendish creatures, as the souls impaled on its ivory spikes grant its allies boons to help them overcome dangerous obstacles. It is said, that a single soulspike devourer with a horde of zombies could easily overcome a small fief without much trouble and should they be sighted, most small cities and towns will evacuate post haste. Better to lose something that can be rebuilt than become a servant for the lord of undeath. **Omens of Death.** Soulspike devourers are rarely ever seen, as their value to Orcus is much greater than many initially assume. So, for one to sight such a devourer with a small army of undead usually heralds an omen of death, as plants will wilt, food with decay and living creatures will become deathly ill. Many have assumed this is Orcus' way of spawning more of his kin for the wars in the abyss, but it is unknown if it is merely coincidence or truth.
>Soulspike Devourer by [Wizards of the Coast](https://forgottenrealms.fandom.com/wiki/Devourer) \pagebreakNum
___ ___ > ## Soulspike Devourer >*Huge Fiend, Chaotic Evil* >___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 287 (23d12 + 138) > - **Speed** 30 ft. >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|12 (+1)|23 (+6)|16 (+3)|10 (+0)|18 (+4)| >___ > - **Saving Throws** Dex +7, Con +12, Wis +6 > - **Skills** Perception +6 > - **Damage Resistances** cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120 ft., passive Perception 16 > - **Languages** Abyssal, telepathy 120 ft. > - **Challenge** 17 (18,000 XP) > >___ > > >***Soulspiked Spirit.*** The devourer starts with one spirit impaled on its spikes and it can impale up to four in total. While the devourer has at least one spirit impaled, it is immune to the frightened, charmed, and stunned conditions. > >***Soulspike Ward.*** The wailing of the damned spirits emanates outward in a 30-foot radius centered on the devourer. Any allied undead or fiends (including the devourer) within the radius of the aura gains a bonus to its saving throws, attack rolls and damage rolls equal to the number of spirits impaled on the devourer's spikes. > >***Magic Resistance.*** The devourer has advantage on saving throws against spells and other magical effects. > > > > > > > ### Actions > >***Multiattack.*** The soulspike devourer makes two claw attacks and can use either Devour Spirit, Capture Spirit or Soul Shatter. > >***Claw.*** *Melee Weapon Attack*: +13 to hit, reach 10 ft., one target. *Hit*: 14 (2d6 + 7) Slashing damage plus 21 (6d6) necrotic damage. > >***Capture Spirit.*** The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. The devourer tears out its spirit and impales it on a spike. A creature impaled in this manner has disadvantage on death saving throws. If it dies while impaled, the devourer regains 50 hit points, immediately recharges Soul Shatter, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer births a new spirit as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a shadow. if it had 3 to 5 Hit Dice, it becomes a specter. Otherwise, it becomes a wraith. > >***Devour Spirit.*** The devourer chooses the oldest spirit impaled on its spikes and consumes it, regaining 50 hit points and gaining an additional action on its next turn. > >***Soul Shatter (Recharge 5-6).*** The devourer disrupts life in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 20 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area. > > #### Credits > * Made using [GM Binder](https://www.gmbinder.com/).
> * Page stains by [/u/flamableconcrete](https://www.reddit.com/user/flamableconcrete/) > * Created and edited by [u/Macekill](https://www.reddit.com/user/Macekill).