Lesser Demons

by CanceRevolution

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Lesser Demons

Originating from the dark abyss of the nether realms, Lesser Demons are malevolent creatures hungry for chaos and destruction. Although they stand lower in the demonic hierarchy, underestimate them at your peril, for they are more powerful than most mundane threats adventurers might encounter.

Their physical forms can vary widely, but common features include a muscular stature, leathery skin that ranges in color from deep reds to pitch blacks, piercing yellow or red eyes, and a set of formidable horns. These fiends are often surrounded by an aura of dread, causing unease in those who come too close.

Tier 1



Forest Fiend

Medium, Fiend/ Plant

Tier 1, Challenge Point 8, XP: 8

Attributes

AC 15 AP 2
HP 47 Posture 29
  • Damage Weakness Fire
  • Passive Insight/ Perception 15
  • Senses Darkvision
  • Language Common, Abyssal Speech

Movement

Base 30 Climb/Swim 5 Dash 10

Stats + Skills

STR -1 DEX +5 INT -1 WIS +5 CHA +5
  • LU +1: Luck Points: 1; Critical Fail: 1

Ability

  • Plant Regeneration You regain 1d4 HP at the start of your turn while alive. If you take any fire damage, you lose this ability for 1 turn.
  • Tree Camouflage: While you are motionless, you appear to be a Tree. A creature that attempts to analyze you must succeed on a Nature Check (DC 14) to see through the camouflage.

Action (1)

  • Claw Hit +5, Dmg 1d10 slash
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 13), or start Bleeding (1d4).
  • Vines Hit +5, Dmg 1d4 slash
  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Entangle: On a hit, a Medium or smaller creature becomes grappled by you. A creature grappled by you becomes Contained, and at the start of its turns, it also takes 1d4 strike damage. You can only grapple 4 creatures at once.
  • Long Reach: The reach of this Attack is 30 feet.
  • Shoot Spikes Hit +5, Dmg 2d4 thrust
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 13), or start Bleeding (1d4).
  • Ranged Attack (60/120)


Frog Fiend

Large, Fiend

Tier 1, Challenge Point 8, XP: 8

Attributes

AC 10 AP 0
HP 53 Posture 26
  • Damage Weakness Fire
  • Passive Insight/ Perception 9
  • Senses Darkvision
  • Language Common, Abyssal Speech

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +5 DEX +2 INT -1 WIS -1 CHA +5
  • LU +1: Luck Points: 1; Critical Fail: 1

Ability

  • Acid Blood If a creature hits you with a Melee Attack while you are Bleeding or with 0 Posture, it must succeed on a Reflex Save (DC 13) or take 1d6 acid damage.
  • Any Construct or metal Armor/Shield/ Weapon being used by those creatures also takes 1 Corrosion Point when they take this acid damage. If you were Bleeding, the creature automatically fails this Save.
  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks

Action (1)

  • Bite Hit +5, Dmg 1d10 strike
  • Swallow: On a hit, the target must succeed on a Brawling Save (DC 13) or be swallowed by you if it's Medium or smaller. While swallowed, the creature:
  • • Shares the same space as you.
  • • Is in Full Cover.
  • • Becomes Paralyzed if it has 0 Posture.
  • • Takes 2d6 acid damage at the start of its turns. Any Construct or metal Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
  • You can have 1 creature swallowed at once, and you vomit it if you take 10 damage or more on a single turn.


Lesser Fear Demon

Medium, Fiend

Tier 1, Challenge Point 8, XP: 8

Attributes

AC 13 AP 0
HP 69 Posture 35
  • Damage Immunities: Dark, Poison, Psychic
  • Passive Insight/ Perception 9
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +5 DEX +3 INT -1 WIS -1 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Aura of Fear Any creature that starts its turn within 20 feet of you must succeed on an Insight Save (DC 13) or become Scared of you for 1 turn.
  • Paralyzing Fear Creatures within 5 feet that are Scared of you also become Paralyzed
  • Shadow Camouflage: While you are in darkness, you appear as a shadow. A creature analyzing the area must succeed on a Investigation Check (DC 13) to detect your presence.
  • Weakness to Courage You are weak to any damage dealt by a creature that is not Scared of you.

Action (1)

  • Claw Hit +5, Dmg 1d10 slash
  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d6 psychic damage.


Lesser Scorn Demon

Medium, Fiend

Tier 1, Challenge Point 8, XP: 8

Attributes

AC 13 AP 0
HP 49 Posture 29
  • Damages Immunities: Psychic
  • Passive Insight/ Perception 10
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR +1 DEX +5 INT +5 WIS +0 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Aura of Fear Any creature that starts its turn within 30 feet of you must succeed on an Insight Save (DC 13) or become Scared of you for 1 turn.

  • Scorn Curse: Before you die, you can choose one creature within 30 feet of you. That creature becomes cursed. While cursed this way, it suffers a penalty of -3 to its Charisma stat, and anyone who meets that creature immediately becomes unfriendly, feeling an intense scorn towards it.

  • Once per day, if someone openly insults or shows dislike towards the cursed creature, the cursed creature must succeed on an Insight Save (DC 15) or lose 5 HP. If the cursed creature dies, a Lesser Scorn Demon is born, bursting through its body from the inside.

  • To break the curse, the cursed creature must befriend someone who openly dislikes it. If the curse is broken in this way, you become immune to being cursed in this manner again.

Action (1)

  • Agony Scream All creatures within 30 feet of you must make an Endurance Save (DC 13), taking 1d12 sonic damage on a fail, or half as much on a success.
  • A creature that takes this sonic damage must also succeed on an Insight Save (DC 13), or become Scared of you for 1 turn.
  • A creature that was already Scared of you automatically fail this Endurance Save.


Lesser Nightmare Demon

Medium, Fiend

Tier 1, Challenge Point 8, XP: 8

Attributes

AC 12 AP 0
HP 31 Posture 22
  • Damage Immunities: Bleed, Brain, Poison, Psychic
  • Damage Resistances: Slash, Strike, Thrust
  • Damage Weakness: Light
  • Passive Insight/ Perception 16
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR +1 DEX +5 INT +5 WIS +0 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells

Ability

  • Aura of Fear Any creature that starts its turn within 30 feet of you must succeed on an Insight Save (DC 14) or become Scared of you for 1 turn.
  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.
  • Spell Skill You use Intimidation as your Spell Skill.

Action (1)

  • Cast Spell You can cast the following spells:
  • At Will: Sleep
  • 3 Slots (Level 1): Mass Sleep
  • 1 Slots (Level 2): Create Fear
  • Haunt Hit +6, Dmg 1d4 psychic
  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 2d4 psychic damage
  • Posession You can try to possess a creature within 10 feet of you. That creature must then succeed on a Persuasion Save (DC 13) to avoid the possession. The creature must repeat this Save every 10 minutes while possessed or every time it takes any damage while possessed.
  • You completely control the creature’s body, using all its stats, skills, and abilities. You also use the HP and Posture of that creature. If the creature’s Posture is reduced to 0, the possession ends.
  • If the creature succeeds on this Persuasion Save, it becomes immune to possessions for 1 day.

Tier 2



Spike Demon

Medium, Fiend

Tier 2, Challenge Point 12, XP: 24

Attributes

AC 9 AP 0
HP 78 Posture 35
  • Passive Insight/ Perception 9
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 25 Climb/Swim 20 Dash 40

Stats + Skills

STR +6 DEX -1 INT -1 WIS -1 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Spiked Armor When a creature within 5 feet hits you with a Melee Attack, it must also succeed on a Reflex Save (DC 14), or take 1d4 thrust damage.

Action (1)

  • Claw Hit +6, Dmg 1d12 slash
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 14), or start Bleeding (1d6)
  • Shoot Spikes Hit +6, Dmg 3d4 thrust
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 14), or start Bleeding (1d6)
  • Ranged Attack (30/60)

Bonus Action

  • Curl Cover (Concentration) You gain Heavy Cover, but you cannot Attack while Concentrating in this way. If you stop Concentrating without having Disengaged during this round, all creatures can make a Melee Attack of Opportunity against you.

Reaction

  • Spike Defense: When a creature hits a Melee Attack against you, you can use your Reaction to shoot spikes everywhere. All creatures within 10 feet of you must succeed on an Reflex Save (DC 14), or take 3d4 thrust damage


Shadow Demon

Medium, Fiend

Tier 2, Challenge Point 12, XP: 24

Attributes

AC 18 AP 0
HP 21 Posture 20
  • Damage Immunities: Bleed, Brain, Dark, Poison
  • Damage Resistances: Slash, Strike, Thrust
  • Damage Weakness: Light
  • Passive Insight/ Perception 9
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base/ Fly (Hover) 45 Climb/Swim 0 Dash 10

Stats + Skills

STR -3 DEX +8 INT -1 WIS -1 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Assassin Once per round, when you hit a Surprised creature, you can deal extra 1d8 damage.

  • Dark Invisibility You are always affected by the Invisibility spell while not exposed to light.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Shadow Camouflage: While you are in darkness, you appear as a shadow. A creature analyzing the area must succeed on a Investigation Check (DC 16) to detect your presence.

Action (1)

  • Claw Hit +8, Dmg 1d8 dark
  • Dark Energy: If you are not exposed to sunlight, you deal extra 1d8 dark damage

Bonus Action

  • Quick Hide You can Hide as a Bonus Action.


Demon Meat Shield

Medium, Fiend

Tier 2, Challenge Point 1, XP: 2

Special Loot: Meat Shield (Rare Shield)

Attributes

AC 16/ +1 Shield AP 2
HP 12 Posture 2
  • Passive Insight/ Perception 8
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +4 DEX -2 INT -2 WIS -2 CHA -2
  • LU -2: Luck Points: 0; Critical Fail: 1 or 2

Ability

  • Protector: When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.

Action (1)

  • Longsword Hit +4, Dmg 1d10 strike or thrust

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again

  • Flail: Hit +4, Dmg 1d10 strike

  • Armor Piercer: You ignore 1 AP.

  • Favorite Weapon: When you Attack with this weapon, you ignore the AC bonuses of Shields.

Reaction

  • Use Shield When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC, potentially making that Attack miss instead.


Lesser Flame Demon

Medium, Fiend/ Elemental

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 14 AP 0
HP 48 Posture 30
  • Damage Immunities: Fire
  • Passive Insight/ Perception 16
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR +0 DEX +6 INT -1 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fire Form Before a creature within 5 feet makes a Melee Attack against you, that creature must first succeed on a Reflex Save (DC 14), or take 1d6 fire damage.
  • You take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
  • Spell Skill You use Nature as your Spell Skill

Action (1)

  • Fire Claw Hit +6, Dmg 1d10 fire
  • Ignite: On a hit, that target must make an Agility Save (DC 14) or be Ignited (1d6).
  • Cast Spell You cast the following spells:
  • At will: Fire Orb
  • 4 Slots (Level 1): Flamethrower


Lesser Frost Demon

Medium, Fiend/ Elemental

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 14 AP 0
HP 48 Posture 30
  • Damage Immunities: Cold
  • Passive Insight/ Perception 16
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR +0 DEX +6 INT -1 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Freezing Aura: All creatures that start their turn within 20 feet of you must succeed on an Endurance Save (DC 14), or become Contained for 1 turn. If a creature was already Contained, it takes 1d6 cold damage instead.
  • Spell Skill You use Nature as your Spell Skill

Action (1)

  • Freezing Claw Hit +6, Dmg 1d10 slash
  • Cold Strike: On a hit, the target must succeed on an Endurance Save (DC 14), or become Contained for 1 turn. If the target was already Contained, it takes 1d6 cold damage instead.
  • Cast Spell You cast the following spells:
  • At will: Frost Bite
  • 4 Slots (Level 1): Cold Whisper


Lesser Shock Demon

Medium, Fiend/ Elemental

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 14 AP 0
HP 48 Posture 30
  • Damage Immunities: Electric
  • Passive Insight/ Perception 26
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR +0 DEX +6 INT -1 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Electric Charge If a creature within 5 feet hits you with a Melee Attack or touches you, it must succeed on an Endurance Save (DC 14), or take 1d4 electric damage and become Paralyzed until the end of this turn.
  • Electrical Sensors Your Passive Insight/ Perception is increased by 10.
  • Spell Skill You use Nature as your Spell Skill

Action (1)

  • Electric Claw Hit +6, Dmg 1d6 slash
  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Electric Hit: On a hit, that target must succeed on an Endurance Save (DC 14), or take 1d4 electric damage and become Paralyzed until the end of this turn.
  • Cast Spell You cast the following spells:
  • At will: Minor Lightning
  • 4 Slots (Level 1): Lightning Strike

Abyssal Bird

Small, Beast/ Fiend

Tier 2, Challenge Point 1, XP: 2

Attributes

AC 14 AP 0
HP 1 Posture 7
  • Passive Insight/ Perception 9
  • Senses Darkvision
  • Language None

Movement

Base/ Fly 35 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +6 INT -3 WIS -1 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Action (1)

  • Peck Hit +6, Dmg 1d8 thrust
  • Advanced Precision: You gain advantage on this Attack. If the Attack was already with advantage, it automatically hits instead.
  • Talons Hit +6, Dmg 1d4 slash
  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 14), or start Bleeding (1d4).

Abyssal Snake

Medium, Beast/ Fiend

Tier 2, Challenge Point 2, XP: 4

Attributes

AC 14 AP 0
HP 7 Posture 10
  • Passive Insight/ Perception 12
  • Senses Blindsenses
  • Language None

Movement

Base/ Climb/ Swim 35 Dash 20

Stats + Skills

STR -1 DEX +6 INT -3 WIS +2 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (1)

  • Constrict Hit +6, Dmg 1d12 strike
  • Entangle: On a hit, a Large or smaller creature becomes grappled by you. A creature grappled by you becomes Contained, and at the start of its turns, it also takes 1d12 strike damage. You can only grapple 1 creature at once.
  • Bite Hit +6, Dmg 1d10 thrust
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 14), or become Poisoned (1d10, 1 turn). A creature that is already Poisoned takes 1d10 extra poison damage instead.


Rotting Demon

Large, Fiend

Tier 2, Challenge Point 12, XP: 24

Attributes

AC 8 AP 0
HP 78 Posture 34
  • Passive Insight/ Perception 8
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base 20 Climb/ Swim 20 Dash 40

Stats + Skills

STR +6 DEX -2 INT -3 WIS -2 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Death Blow When you die, all creatures within 30 feet of you must make an Agility Save (DC 14). A creature takes 2d8 strike damage on a fail, or half as much on a success.

  • The area also becomes covered in toxic gas for 1 minute. Any creature within the area begins to Suffocate and must succeed on an Endurance Save (DC 14) at the start of its turn or become Poisoned (1d6, 1 turn). The gas can be dispersed earlier by strong winds.

  • Poisonous Blood If a creature hits you with a Melee Attack while you are Bleeding or with 0 Posture, it must succeed on an Endurance Save (DC 14) or become Poisoned (1d6, 1 turn).

  • A creature that is already Poisoned takes 1d6 extra poison damage instead. If you were Bleeding, the creature automatically fails this Save.

  • Putrid Aura All creatures that start their turns within 20 feet of you must succeed on an Endurance Save (DC 14) or become Poisoned (1d6, 1 turn). A creature that is already Poisoned takes 1d6 poison damage at the start of its turn instead.

  • Rot Curse Any creature that takes poison damage from you becomes Cursed, causing their flesh to start rotting.

  • While Cursed this way, the creature loses 5 HP during each Long rest. Additionally, the cursed creature has disadvantage on all Persuasion and Performance Checks. If the cursed creature dies, it transforms into a Putrid Zombie.

  • To break this Curse, the cursed creature must be treated. During a Long Rest, a creature can attempt to break the Curse by spending a Med Kit and succeeding on a Medicine Check (DC 15).

Actions (2)

  • Claw Hit +6, Dmg 1d12 slash
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 14), or becomes Poisoned (1d6, 1 turn). If the target was already Poisoned, it takes 1d6 poison damage instead.

Reaction

  • Sick Look When a creature within 20 feet from you makes an Endurance Save, you can use your Reaction and impose disadvantage on that Save.

Lesser Anxiety Demon

Tiny, Fiend

Tier 2, Challenge Point 1, XP: 2

Attributes

AC 12 AP 0
HP 1 Posture 5
  • Damage Weakness Psychic
  • Passive Insight/ Perception 7
  • Senses Darkvision
  • Language Abyssal Speech

Movement

Base/ Fly 30 Climb/ Swim 5 Dash 10

Stats + Skills

STR -2 DEX +4 INT -3 WIS -3 CHA -3
  • LU -3: Luck Points: 0; Critical Fail: 1 to 3

Ability

  • Deathblow When you die, all creatures within 20 feet of you must make an Agility Save (DC 12).
  • On a fail, they take 1d8 thrust and 1d8 fire damages and become Ignited (1d4). On a success, they only take half that damage.
  • Too Small A Small or larger creature has disadvantage on all Attacks against you.

Action (1)

  • Punch Hit +2, Dmg 1d4 strike
  • Kamikaze: If you hit an Attack, you then die